Remove island loading

This commit is contained in:
Sergeanur
2020-07-09 19:18:42 +03:00
parent 1cea84d2b1
commit cf69f22a0c
7 changed files with 66 additions and 5 deletions

View File

@ -180,12 +180,16 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
if(level == CGame::currLevel || forceChange){
CTimer::Stop();
#ifndef NO_ISLAND_LOADING
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
LoadCollisionScreen(CGame::currLevel);
DMAudio.Service();
#endif
CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
#ifndef NO_ISLAND_LOADING
CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
@ -196,19 +200,27 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
CStreaming::RemoveUnusedModelsInLoadedList();
CGame::TidyUpMemory(true, true);
CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
#endif
ms_collisionInMemory = CGame::currLevel;
CReplay::EmptyReplayBuffer();
#ifndef NO_ISLAND_LOADING
if(CGame::currLevel != LEVEL_NONE)
LoadSplash(GetLevelSplashScreen(CGame::currLevel));
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
CStreaming::RequestBigBuildings(CGame::currLevel);
#endif
CStreaming::LoadAllRequestedModels(true);
#ifndef NO_ISLAND_LOADING
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
CGame::TidyUpMemory(true, true);
#endif
CTimer::Update();
#ifndef NO_ISLAND_LOADING
DMAudio.SetEffectsFadeVol(127);
#endif
}
}
@ -217,10 +229,23 @@ CCollision::SortOutCollisionAfterLoad(void)
{
if(ms_collisionInMemory == CGame::currLevel)
return;
#ifndef NO_ISLAND_LOADING
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
if(CGame::currLevel != LEVEL_NONE){
#endif
if (CGame::currLevel != LEVEL_NONE) {
#ifdef NO_ISLAND_LOADING
static bool bAlreadyLoaded = false;
if (bAlreadyLoaded) {
ms_collisionInMemory = CGame::currLevel;
return;
}
bAlreadyLoaded = true;
CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
#else
CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
#endif
if(!CGame::playingIntro)
LoadSplash(GetLevelSplashScreen(CGame::currLevel));
}

View File

@ -725,7 +725,11 @@ CStreaming::RequestBigBuildings(eLevelName level)
n = CPools::GetBuildingPool()->GetSize()-1;
for(i = n; i >= 0; i--){
b = CPools::GetBuildingPool()->GetSlot(i);
if(b && b->bIsBIGBuilding && b->m_level == level)
if(b && b->bIsBIGBuilding
#ifndef NO_ISLAND_LOADING
&& b->m_level == level
#endif
)
RequestModel(b->GetModelIndex(), BIGBUILDINGFLAGS);
}
RequestIslands(level);
@ -735,6 +739,7 @@ CStreaming::RequestBigBuildings(eLevelName level)
void
CStreaming::RequestIslands(eLevelName level)
{
#ifndef NO_ISLAND_LOADING
switch(level){
case LEVEL_INDUSTRIAL:
RequestModel(islandLODcomInd, BIGBUILDINGFLAGS);
@ -750,6 +755,7 @@ CStreaming::RequestIslands(eLevelName level)
break;
default: break;
}
#endif
}
void
@ -935,12 +941,14 @@ CStreaming::RemoveBuildings(eLevelName level)
void
CStreaming::RemoveUnusedBigBuildings(eLevelName level)
{
#ifndef NO_ISLAND_LOADING
if(level != LEVEL_INDUSTRIAL)
RemoveBigBuildings(LEVEL_INDUSTRIAL);
if(level != LEVEL_COMMERCIAL)
RemoveBigBuildings(LEVEL_COMMERCIAL);
if(level != LEVEL_SUBURBAN)
RemoveBigBuildings(LEVEL_SUBURBAN);
#endif
RemoveIslandsNotUsed(level);
}
@ -960,6 +968,7 @@ DeleteIsland(CEntity *island)
void
CStreaming::RemoveIslandsNotUsed(eLevelName level)
{
#ifndef NO_ISLAND_LOADING
switch(level){
case LEVEL_INDUSTRIAL:
DeleteIsland(pIslandLODindustEntity);
@ -977,13 +986,16 @@ CStreaming::RemoveIslandsNotUsed(eLevelName level)
DeleteIsland(pIslandLODcomIndEntity);
break;
default:
#endif // !NO_ISLAND_LOADING
DeleteIsland(pIslandLODindustEntity);
DeleteIsland(pIslandLODcomIndEntity);
DeleteIsland(pIslandLODcomSubEntity);
DeleteIsland(pIslandLODsubIndEntity);
DeleteIsland(pIslandLODsubComEntity);
#ifndef NO_ISLAND_LOADING
break;
}
#endif // !NO_ISLAND_LOADING
}
void

View File

@ -198,6 +198,7 @@ enum Config {
#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
#define USE_TXD_CDIMAGE // generate and load textures from txd.img
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
//#define USE_TEXTURE_POOL
// Particle