Remove island loading
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1cea84d2b1
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cf69f22a0c
@ -10027,11 +10027,15 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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CollectParameters(&m_nIp, 1);
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CTimer::Stop();
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CGame::currLevel = (eLevelName)ScriptParams[0];
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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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#endif
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CCollision::SortOutCollisionAfterLoad();
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#ifndef NO_ISLAND_LOADING
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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#endif
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CTimer::Update();
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return 0;
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}
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@ -10647,18 +10651,24 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
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CTimer::Stop();
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CGame::currLevel = (eLevelName)ScriptParams[0];
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if (CGame::currLevel != CCollision::ms_collisionInMemory) {
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#ifndef NO_ISLAND_LOADING
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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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#endif
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CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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#endif
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CCollision::SortOutCollisionAfterLoad();
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#ifndef NO_ISLAND_LOADING
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::RequestBigBuildings(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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DMAudio.SetEffectsFadeVol(127);
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#endif
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}
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CTimer::Update();
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return 0;
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@ -180,12 +180,16 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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if(level == CGame::currLevel || forceChange){
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CTimer::Stop();
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#ifndef NO_ISLAND_LOADING
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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LoadCollisionScreen(CGame::currLevel);
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DMAudio.Service();
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#endif
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CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
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@ -196,19 +200,27 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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CStreaming::RemoveUnusedModelsInLoadedList();
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CGame::TidyUpMemory(true, true);
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CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
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#endif
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ms_collisionInMemory = CGame::currLevel;
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CReplay::EmptyReplayBuffer();
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#ifndef NO_ISLAND_LOADING
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if(CGame::currLevel != LEVEL_NONE)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestBigBuildings(CGame::currLevel);
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#endif
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CStreaming::LoadAllRequestedModels(true);
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#ifndef NO_ISLAND_LOADING
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CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
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CGame::TidyUpMemory(true, true);
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#endif
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CTimer::Update();
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#ifndef NO_ISLAND_LOADING
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DMAudio.SetEffectsFadeVol(127);
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#endif
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}
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}
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@ -217,10 +229,23 @@ CCollision::SortOutCollisionAfterLoad(void)
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{
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if(ms_collisionInMemory == CGame::currLevel)
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return;
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#ifndef NO_ISLAND_LOADING
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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if(CGame::currLevel != LEVEL_NONE){
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#endif
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if (CGame::currLevel != LEVEL_NONE) {
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#ifdef NO_ISLAND_LOADING
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static bool bAlreadyLoaded = false;
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if (bAlreadyLoaded) {
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ms_collisionInMemory = CGame::currLevel;
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return;
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}
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bAlreadyLoaded = true;
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CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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#else
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CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
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#endif
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if(!CGame::playingIntro)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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}
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@ -725,7 +725,11 @@ 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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#ifndef NO_ISLAND_LOADING
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&& b->m_level == level
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#endif
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)
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RequestModel(b->GetModelIndex(), BIGBUILDINGFLAGS);
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}
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RequestIslands(level);
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@ -735,6 +739,7 @@ CStreaming::RequestBigBuildings(eLevelName level)
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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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switch(level){
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case LEVEL_INDUSTRIAL:
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RequestModel(islandLODcomInd, BIGBUILDINGFLAGS);
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@ -750,6 +755,7 @@ 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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void
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@ -935,12 +941,14 @@ CStreaming::RemoveBuildings(eLevelName level)
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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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if(level != LEVEL_INDUSTRIAL)
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RemoveBigBuildings(LEVEL_INDUSTRIAL);
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if(level != LEVEL_COMMERCIAL)
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RemoveBigBuildings(LEVEL_COMMERCIAL);
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if(level != LEVEL_SUBURBAN)
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RemoveBigBuildings(LEVEL_SUBURBAN);
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#endif
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RemoveIslandsNotUsed(level);
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}
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@ -960,6 +968,7 @@ 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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switch(level){
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case LEVEL_INDUSTRIAL:
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DeleteIsland(pIslandLODindustEntity);
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@ -977,13 +986,16 @@ CStreaming::RemoveIslandsNotUsed(eLevelName level)
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DeleteIsland(pIslandLODcomIndEntity);
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break;
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default:
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#endif // !NO_ISLAND_LOADING
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DeleteIsland(pIslandLODindustEntity);
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DeleteIsland(pIslandLODcomIndEntity);
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DeleteIsland(pIslandLODcomSubEntity);
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DeleteIsland(pIslandLODsubIndEntity);
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DeleteIsland(pIslandLODsubComEntity);
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#ifndef NO_ISLAND_LOADING
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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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@ -198,6 +198,7 @@ enum Config {
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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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 USE_TEXTURE_POOL
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// Particle
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@ -217,6 +217,7 @@ CModelInfo::IsBikeModel(int32 id)
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void
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CModelInfo::RemoveColModelsFromOtherLevels(eLevelName level)
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{
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#ifndef NO_ISLAND_LOADING
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int i;
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CBaseModelInfo *mi;
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CColModel *colmodel;
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@ -229,6 +230,7 @@ CModelInfo::RemoveColModelsFromOtherLevels(eLevelName level)
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colmodel->RemoveCollisionVolumes();
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}
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}
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#endif
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}
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void
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@ -700,8 +700,16 @@ CRenderer::ScanWorld(void)
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
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}
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ScanSectorPoly(poly, 3, ScanSectorList);
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#ifdef NO_ISLAND_LOADING
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_INDUSTRIAL));
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_COMMERCIAL));
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_SUBURBAN));
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#else
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#ifdef FIX_BUGS
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if (CCollision::ms_collisionInMemory != LEVEL_NONE)
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#endif
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ScanBigBuildingList(CWorld::GetBigBuildingList(CCollision::ms_collisionInMemory));
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#endif
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_NONE));
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}
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}
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@ -562,14 +562,17 @@ RestoreForStartLoad()
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().x);
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().y);
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().z);
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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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#endif
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CCollision::SortOutCollisionAfterLoad();
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#ifndef NO_ISLAND_LOADING
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CStreaming::RequestBigBuildings(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(false);
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CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
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CGame::TidyUpMemory(true, false);
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#endif
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if (CloseFile(file)) {
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return true;
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} else {
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