diff options
Diffstat (limited to '')
-rw-r--r-- | src/core/Game.cpp | 596 |
1 files changed, 525 insertions, 71 deletions
diff --git a/src/core/Game.cpp b/src/core/Game.cpp index d22a7184..4fd30b53 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -1,6 +1,3 @@ -#pragma warning( push ) -#pragma warning( disable : 4005) -#pragma warning( pop ) #include "common.h" #include "platform.h" @@ -10,7 +7,6 @@ #include "Accident.h" #include "Antennas.h" #include "Bridge.h" -#include "Camera.h" #include "CarCtrl.h" #include "CarGen.h" #include "CdStream.h" @@ -32,6 +28,7 @@ #include "Fluff.h" #include "Font.h" #include "Frontend.h" +#include "frontendoption.h" #include "GameLogic.h" #include "Garages.h" #include "GenericGameStorage.h" @@ -66,7 +63,6 @@ #include "Shadows.h" #include "Skidmarks.h" #include "SpecialFX.h" -#include "Sprite2d.h" #include "Stats.h" #include "Streaming.h" #include "SurfaceTable.h" @@ -91,6 +87,9 @@ #include "screendroplets.h" #include "crossplatform.h" #include "MemoryHeap.h" +#ifdef USE_TEXTURE_POOL +#include "TexturePools.h" +#endif eLevelName CGame::currLevel; bool CGame::bDemoMode = true; @@ -113,8 +112,6 @@ void DoRWStuffEndOfFrame(void); #ifdef PS2_MENU void MessageScreen(char *msg) { - //TODO: stretch_screen - CRect rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); CRGBA color(255, 255, 255, 255); @@ -126,20 +123,32 @@ void MessageScreen(char *msg) CSprite2d *splash = LoadSplash(NULL); splash->Draw(rect, color, color, color, color); - splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_SCALE_X(620.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192)); - +#ifdef FIX_BUGS + splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_WIDTH-SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192)); +#else + splash->DrawRect(CRect(20.0f, 110.0f, SCREEN_WIDTH-20.0f, 300.0f), CRGBA(50, 50, 50, 192)); +#endif CFont::SetFontStyle(FONT_BANK); CFont::SetBackgroundOff(); - CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f + CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190)); +#ifdef FIX_BUGS CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f)); +#else + CFont::SetScale(1.0f, 1.0f); +#endif CFont::SetCentreOn(); - CFont::SetCentreSize(SCREEN_SCALE_X(450.0f)); // 450.0f + CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 190)); // 450.0f CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 255, 255)); CFont::SetDropColor(CRGBA(32, 32, 32, 255)); CFont::SetDropShadowPosition(3); + CFont::SetBackGroundOnlyTextOff(); CFont::SetPropOn(); - CFont::PrintString(SCREEN_SCALE_X(320.0f), SCREEN_SCALE_Y(130.0f), TheText.Get(msg)); +#ifdef FIX_BUGS + CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(130.0f), TheText.Get(msg)); +#else + CFont::PrintString(SCREEN_WIDTH/2, 130.0f, TheText.Get(msg)); +#endif CFont::DrawFonts(); DoRWStuffEndOfFrame(); @@ -155,6 +164,11 @@ CGame::InitialiseOnceBeforeRW(void) #ifdef EXTENDED_COLOURFILTER CPostFX::InitOnce(); #endif +#ifdef CUSTOM_FRONTEND_OPTIONS + // Not needed here but may be needed in future + // if (numCustomFrontendOptions == 0 && numCustomFrontendScreens == 0) + CustomFrontendOptionsPopulate(); +#endif return true; } @@ -173,19 +187,33 @@ CGame::InitialiseRenderWare(void) #ifdef USE_TEXTURE_POOL _TexturePoolsInitialise(); #endif - - CTxdStore::Initialise(); - CVisibilityPlugins::Initialise(); - + +#if GTA_VERSION > GTA3_PS2_160 + CTxdStore::Initialise(); // in GameInit on ps2 + CVisibilityPlugins::Initialise(); // in plugin attach on ps2 +#endif + + //InitialiseScene(Scene); // PS2 only, only clears Scene.camera + +#ifdef GTA_PS2 + RpSkySelectTrueTSClipper(TRUE); + RpSkySelectTrueTLClipper(TRUE); + + // PS2ManagerApplyDirectionalLightingCB() uploads the GTA lights + // directly without going through RpWorld and all that + SetupPS2ManagerDefaultLightingCallback(); + PreAllocateRwObjects(); +#endif + /* Create camera */ - Scene.camera = CameraCreate(RsGlobal.width, RsGlobal.height, TRUE); + Scene.camera = CameraCreate(SCREEN_WIDTH, SCREEN_HEIGHT, TRUE); ASSERT(Scene.camera != nil); if (!Scene.camera) { return (false); } - RwCameraSetFarClipPlane(Scene.camera, 2000.0f); + RwCameraSetFarClipPlane(Scene.camera, 2000.0f); // 250.0f on PS2 but who cares RwCameraSetNearClipPlane(Scene.camera, 0.9f); CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); @@ -208,8 +236,12 @@ CGame::InitialiseRenderWare(void) /* Add the camera to the world */ RpWorldAddCamera(Scene.world, Scene.camera); LightsCreate(Scene.world); - - CreateDebugFont(); + +#if GTA_VERSION > GTA3_PS2_160 + CreateDebugFont(); // in GameInit on PS2 +#else + RwImageSetPath("textures"); +#endif #ifdef LIBRW #ifdef PS2_MATFX @@ -225,16 +257,38 @@ CGame::InitialiseRenderWare(void) ReplaceAtomicPipeCallback(); #endif // PS2_ALPHA_TEST #endif // LIBRW - + + +#if GTA_VERSION > GTA3_PS2_160 + // in GameInit on PS2 + PUSH_MEMID(MEMID_TEXTURES); CFont::Initialise(); CHud::Initialise(); + POP_MEMID(); + // TODO: define CPlayerSkin::Initialise(); +#endif +#ifdef EXTENDED_PIPELINES + CustomPipes::CustomPipeInit(); // need Scene.world for this +#endif +#ifdef SCREEN_DROPLETS + ScreenDroplets::InitDraw(); +#endif + return (true); } +// missing altogether on PS2 void CGame::ShutdownRenderWare(void) { +#ifdef SCREEN_DROPLETS + ScreenDroplets::Shutdown(); +#endif +#ifdef EXTENDED_PIPELINES + CustomPipes::CustomPipeShutdown(); +#endif + CMBlur::MotionBlurClose(); DestroySplashScreen(); CHud::Shutdown(); @@ -242,7 +296,8 @@ void CGame::ShutdownRenderWare(void) for ( int32 i = 0; i < NUMPLAYERS; i++ ) CWorld::Players[i].DeletePlayerSkin(); - + + // TODO: define CPlayerSkin::Shutdown(); DestroyDebugFont(); @@ -265,10 +320,12 @@ void CGame::ShutdownRenderWare(void) #endif } +// missing altogether on PS2 bool CGame::InitialiseOnceAfterRW(void) { +#if GTA_VERSION > GTA3_PS2_160 TheText.Load(); - DMAudio.Initialise(); + DMAudio.Initialise(); // before TheGame() on PS2 CTimer::Initialise(); CTempColModels::Initialise(); mod_HandlingManager.Initialise(); @@ -276,6 +333,7 @@ bool CGame::InitialiseOnceAfterRW(void) CPedStats::Initialise(); CTimeCycle::Initialise(); +#ifndef GTA_PS2 if ( DMAudio.GetNum3DProvidersAvailable() == 0 ) FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = -1; @@ -313,11 +371,13 @@ bool CGame::InitialiseOnceAfterRW(void) DMAudio.SetEffectsMasterVolume(CMenuManager::m_PrefsSfxVolume); DMAudio.SetEffectsFadeVol(127); DMAudio.SetMusicFadeVol(127); +#endif CWorld::Players[0].SetPlayerSkin(CMenuManager::m_PrefsSkinFile); - +#endif return true; } +// missing altogether on PS2 void CGame::FinalShutdown(void) { @@ -326,14 +386,23 @@ CGame::FinalShutdown(void) CdStreamShutdown(); } +#if GTA_VERSION <= GTA3_PS2_160 +bool CGame::Initialise(void) +#else bool CGame::Initialise(const char* datFile) +#endif { #ifdef GTA_PS2 // TODO: upload VU0 collision code here -#else +#endif + +#if GTA_VERSION > GTA3_PS2_160 ResetLoadingScreenBar(); strcpy(aDatFile, datFile); CPools::Initialise(); // done in CWorld on PS2 +#endif + +#ifndef GTA_PS2 CIniFile::LoadIniFile(); #endif @@ -367,13 +436,15 @@ bool CGame::Initialise(const char* datFile) CWeather::Init(); CCullZones::Init(); CCollision::Init(); -#ifdef PS2_MENU +#ifdef PS2_MENU // TODO: is this the right define? TheText.Load(); #endif CTheZones::Init(); CUserDisplay::Init(); CMessages::Init(); +#if GTA_VERSION > GTA3_PS2_160 CMessages::ClearAllMessagesDisplayedByGame(); +#endif CRecordDataForGame::Init(); CRestart::Initialise(); @@ -381,11 +452,17 @@ bool CGame::Initialise(const char* datFile) CWorld::Initialise(); POP_MEMID(); +#if GTA_VERSION <= GTA3_PS2_160 + mod_HandlingManager.Initialise(); + CSurfaceTable::Initialise("DATA\\SURFACE.DAT"); + CTempColModels::Initialise(); +#endif + PUSH_MEMID(MEMID_TEXTURES); CParticle::Initialise(); POP_MEMID(); -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 gStartX = -180.0f; gStartY = 180.0f; gStartZ = 14.0f; @@ -400,20 +477,27 @@ bool CGame::Initialise(const char* datFile) CCarCtrl::Init(); POP_MEMID(); -#ifndef GTA_PS2 + PUSH_MEMID(MEMID_DEF_MODELS); +#if GTA_VERSION > GTA3_PS2_160 InitModelIndices(); #endif - - PUSH_MEMID(MEMID_DEF_MODELS); CModelInfo::Initialise(); -#ifndef GTA_PS2 + +#if GTA_VERSION > GTA3_PS2_160 // probably moved before LoadLevel for multiplayer maps? CPickups::Init(); CTheCarGenerators::Init(); -#endif + CdStreamAddImage("MODELS\\GTA3.IMG"); + CFileLoader::LoadLevel("DATA\\DEFAULT.DAT"); CFileLoader::LoadLevel(datFile); +#else + CPedStats::Initialise(); // InitialiseOnceAfterRW + + CFileLoader::LoadLevel("GTA3.DAT"); +#endif + #ifdef EXTENDED_PIPELINES // for generic fallback CustomPipes::SetTxdFindCallback(); @@ -424,18 +508,25 @@ bool CGame::Initialise(const char* datFile) CTheZones::PostZoneCreation(); POP_MEMID(); +#if GTA_VERSION <= GTA3_PS2_160 + TestModelIndices(); +#endif LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen()); ThePaths.PreparePathData(); - // done elsewhere on PS2 +#if GTA_VERSION > GTA3_PS2_160 for (int i = 0; i < NUMPLAYERS; i++) CWorld::Players[i].Clear(); CWorld::Players[0].LoadPlayerSkin(); TestModelIndices(); - // +#endif LoadingScreen("Loading the Game", "Setup water", nil); CWaterLevel::Initialise("DATA\\WATER.DAT"); +#if GTA_VERSION <= GTA3_PS2_160 + CTimeCycle::Initialise(); // InitialiseOnceAfterRW +#else TheConsole.Init(); +#endif CDraw::SetFOV(120.0f); CDraw::ms_fLODDistance = 500.0f; @@ -445,7 +536,9 @@ bool CGame::Initialise(const char* datFile) CStreaming::LoadInitialPeds(); CStreaming::RequestBigBuildings(LEVEL_GENERIC); CStreaming::LoadAllRequestedModels(false); +#if GTA_VERSION > GTA3_PS2_160 printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d +#endif LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen()); PUSH_MEMID(MEMID_ANIMATION); @@ -472,6 +565,11 @@ bool CGame::Initialise(const char* datFile) LoadingScreen("Loading the Game", "Setup game variables", nil); CPopulation::Initialise(); +#if GTA_VERSION <= GTA3_PS2_160 + for (int i = 0; i < NUMPLAYERS; i++) + CWorld::Players[i].Clear(); +// CWorld::Players[0].LoadPlayerSkin(); // TODO: use a define for this +#endif CWorld::PlayerInFocus = 0; CCoronas::Init(); CShadows::Init(); @@ -480,7 +578,7 @@ bool CGame::Initialise(const char* datFile) CAntennas::Init(); CGlass::Init(); gPhoneInfo.Initialise(); -#ifndef GTA_PS2 +#ifdef GTA_SCENE_EDIT CSceneEdit::Initialise(); #endif @@ -491,11 +589,11 @@ bool CGame::Initialise(const char* datFile) POP_MEMID(); LoadingScreen("Loading the Game", "Setup game variables", nil); -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 CTimer::Initialise(); #endif CClock::Initialise(1000); -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 CTheCarGenerators::Init(); #endif CHeli::InitHelis(); @@ -503,44 +601,50 @@ bool CGame::Initialise(const char* datFile) CMovingThings::Init(); CDarkel::Init(); CStats::Init(); -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 CPickups::Init(); #endif CPacManPickups::Init(); - // CGarages::Init(); here on PS2 instead +#if GTA_VERSION <= GTA3_PS2_160 + CGarages::Init(); +#endif CRubbish::Init(); CClouds::Init(); -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 CRemote::Init(); #endif CSpecialFX::Init(); CWaterCannons::Init(); CBridge::Init(); +#if GTA_VERSION > GTA3_PS2_160 CGarages::Init(); +#endif LoadingScreen("Loading the Game", "Position dynamic objects", nil); CWorld::RepositionCertainDynamicObjects(); - // CCullZones::ResolveVisibilities(); on PS2 here instead +#if GTA_VERSION <= GTA3_PS2_160 + CCullZones::ResolveVisibilities(); +#endif LoadingScreen("Loading the Game", "Initialise vehicle paths", nil); +#if GTA_VERSION > GTA3_PS2_160 CCullZones::ResolveVisibilities(); +#endif CTrain::InitTrains(); CPlane::InitPlanes(); CCredits::Init(); CRecordDataForChase::Init(); CReplay::Init(); + LoadingScreen("Loading the Game", "Start script", nil); #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad ) - { #endif - LoadingScreen("Loading the Game", "Start script", nil); - CTheScripts::StartTestScript(); - CTheScripts::Process(); - TheCamera.Process(); -#ifdef PS2_MENU + { + CTheScripts::StartTestScript(); + CTheScripts::Process(); + TheCamera.Process(); } -#endif LoadingScreen("Loading the Game", "Load scene", nil); CModelInfo::RemoveColModelsFromOtherLevels(currLevel); @@ -556,7 +660,7 @@ bool CGame::ShutDown(void) CPlane::Shutdown(); CTrain::Shutdown(); CSpecialFX::Shutdown(); -#ifndef PS2 +#if GTA_VERSION > GTA3_PS2_160 CGarages::Shutdown(); #endif CMovingThings::Shutdown(); @@ -597,7 +701,9 @@ bool CGame::ShutDown(void) CSkidmarks::Shutdown(); CWeaponEffects::Shutdown(); CParticle::Shutdown(); +#if GTA_VERSION > GTA3_PS2_160 CPools::ShutDown(); +#endif CTxdStore::RemoveTxdSlot(gameTxdSlot); CdStreamRemoveImages(); return true; @@ -608,13 +714,11 @@ void CGame::ReInitGameObjectVariables(void) CGameLogic::InitAtStartOfGame(); #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad ) - { #endif - TheCamera.Init(); - TheCamera.SetRwCamera(Scene.camera); -#ifdef PS2_MENU + { + TheCamera.Init(); + TheCamera.SetRwCamera(Scene.camera); } -#endif CDebug::DebugInitTextBuffer(); CWeather::Init(); CUserDisplay::Init(); @@ -623,7 +727,7 @@ void CGame::ReInitGameObjectVariables(void) CWorld::bDoingCarCollisions = false; CHud::ReInitialise(); CRadar::Initialise(); -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 gStartX = -180.0f; gStartY = 180.0f; gStartZ = 14.0f; @@ -646,7 +750,7 @@ void CGame::ReInitGameObjectVariables(void) CWorld::Players[i].Clear(); CWorld::PlayerInFocus = 0; -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 CWeaponEffects::Init(); CSkidmarks::Init(); #endif @@ -669,7 +773,7 @@ void CGame::ReInitGameObjectVariables(void) CPickups::Init(); CPacManPickups::Init(); CGarages::Init(); -#ifdef GTA_PS2 +#if GTA_VERSION <= GTA3_PS2_160 CClouds::Init(); CRemote::Init(); #endif @@ -739,7 +843,7 @@ void CGame::ShutDownForRestart(void) CRadar::RemoveRadarSections(); FrontEndMenuManager.UnloadTextures(); CParticleObject::RemoveAllParticleObjects(); -#ifndef PS2 +#if GTA_VERSION >= GTA3_PS2_160 CPedType::Shutdown(); CSpecialFX::Shutdown(); #endif @@ -813,12 +917,19 @@ void CGame::InitialiseWhenRestarting(void) DefinedState(); CSprite2d *splash = LoadSplash(NULL); - splash->Draw(rect, color, color, color, color); - splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_SCALE_X(620.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192)); - - //CFont::SetFontStyle(?); + splash->Draw(rect, color, color, color, color); +#ifdef FIX_BUGS + splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192)); +#else + splash->DrawRect(CRect(20.0f, 110.0f, SCREEN_WIDTH-20.0f, 300.0f), CRGBA(50, 50, 50, 192)); +#endif + CFont::SetBackgroundOff(); - CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // 480.0f +#ifdef ASPECT_RATIO_SCALE + CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // because SCREEN_SCALE_FROM_RIGHT(x) != SCREEN_SCALE_X(640-x) +#else + CFont::SetWrapx(SCREEN_SCALE_X(480.0f)); +#endif CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f)); CFont::SetCentreOn(); CFont::SetCentreSize(SCREEN_SCALE_X(480.0f)); @@ -828,9 +939,15 @@ void CGame::InitialiseWhenRestarting(void) CFont::SetDropColor(CRGBA(32, 32, 32, 255)); CFont::SetDropShadowPosition(3); CFont::SetPropOn(); - CFont::PrintString(SCREEN_SCALE_X(320.0f), SCREEN_SCALE_Y(130.0f), TheText.Get("MC_LDFL")); // Load Failed! - CFont::PrintString(SCREEN_SCALE_X(320.0f), SCREEN_SCALE_Y(170.0f), TheText.Get("FES_NOC")); // No Memory Card (PS2) in MEMORY CARD slot 1. - CFont::PrintString(SCREEN_SCALE_X(320.0f), SCREEN_SCALE_Y(240.0f), TheText.Get("MC_NWRE")); // Now Restarting Game. +#ifdef FIX_BUGS + CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(130.0f), TheText.Get("MC_LDFL")); // Load Failed! + CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(170.0f), TheText.Get("FES_NOC")); // No Memory Card (PS2) in MEMORY CARD slot 1. + CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(240.0f), TheText.Get("MC_NWRE")); // Now Restarting Game. +#else + CFont::PrintString(SCREEN_WIDTH/2, 130.0f, TheText.Get("MC_LDFL")); // Load Failed! + CFont::PrintString(SCREEN_WIDTH/2, 170.0f, TheText.Get("FES_NOC")); // No Memory Card (PS2) in MEMORY CARD slot 1. + CFont::PrintString(SCREEN_WIDTH/2, 240.0f, TheText.Get("MC_NWRE")); // Now Restarting Game. +#endif CFont::DrawFonts(); DoRWStuffEndOfFrame(); @@ -925,7 +1042,9 @@ void CGame::Process(void) CSkidmarks::Update(); CAntennas::Update(); CGlass::Update(); +#ifdef GTA_SCENE_EDIT CSceneEdit::Update(); +#endif CEventList::Update(); CParticle::Update(); gFireManager.Update(); @@ -977,23 +1096,358 @@ void CGame::Process(void) #endif } -void CGame::DrasticTidyUpMemory(bool) +#ifdef USE_CUSTOM_ALLOCATOR + +int32 gNumMemMoved; + +bool +MoveMem(void **ptr) +{ + if(*ptr){ + gNumMemMoved++; + void *newPtr = gMainHeap.MoveMemory(*ptr); + if(*ptr != newPtr){ + *ptr = newPtr; + return true; + } + } + return false; +} + +// Some convenience structs +struct SkyDataPrefix +{ + uint32 pktSize1; + uint32 data; // pointer to data as read from TXD + uint32 pktSize2; + uint32 unused; +}; + +struct DMAGIFUpload +{ + uint32 tag1_qwc, tag1_addr; // dmaref + uint32 nop1, vif_direct1; + + uint32 giftag[4]; + uint32 gs_bitbltbuf[4]; + + uint32 tag2_qwc, tag2_addr; // dmaref + uint32 nop2, vif_direct2; +}; + +// This is very scary. it depends on the exact memory layout of the DMA chains and whatnot +RwTexture * +MoveTextureMemoryCB(RwTexture *texture, void *pData) +{ +#ifdef GTA_PS2 + bool *pRet = (bool*)pData; + RwRaster *raster = RwTextureGetRaster(texture); + _SkyRasterExt *rasterExt = RASTEREXTFROMRASTER(raster); + if(raster->originalPixels == nil || // the raw data + raster->cpPixels == raster->originalPixels || // old format, can't handle it + rasterExt->dmaRefCount != 0 && rasterExt->dmaClrCount != 0) + return texture; + + // this is the allocated pointer we will move + SkyDataPrefix *prefix = (SkyDataPrefix*)raster->originalPixels; + DMAGIFUpload *uploads = (DMAGIFUpload*)(prefix+1); + + // We have 4qw for each upload, + // i.e. for each buffer width of mip levels, + // and the palette if there is one. + // NB: this code does NOT support mipmaps! + // so we assume two uploads (pixels and palette) + // + // each upload looks like this: + // (DMAcnt; NOP; VIF DIRECT(2)) + // giftag (1, A+D) + // GS_BITBLTBUF + // (DMAref->pixel data; NOP; VIF DIRECT(5)) + // the DMArefs are what we have to adjust + uintptr dataDiff, upload1Diff, upload2Diff, pixelDiff, paletteDiff; + dataDiff = prefix->data - (uintptr)raster->originalPixels; + upload1Diff = uploads[0].tag2_addr - (uintptr)raster->originalPixels; + if(raster->palette) + upload2Diff = uploads[1].tag2_addr - (uintptr)raster->originalPixels; + pixelDiff = (uintptr)raster->cpPixels - (uintptr)raster->originalPixels; + if(raster->palette) + paletteDiff = (uintptr)raster->palette - (uintptr)raster->originalPixels; + uint8 *newptr = (uint8*)gMainHeap.MoveMemory(raster->originalPixels); + if(newptr != raster->originalPixels){ + // adjust everything + prefix->data = (uintptr)newptr + dataDiff; + uploads[0].tag2_addr = (uintptr)newptr + upload1Diff; + if(raster->palette) + uploads[1].tag2_addr = (uintptr)newptr + upload2Diff; + raster->originalPixels = newptr; + raster->cpPixels = newptr + pixelDiff; + if(raster->palette) + raster->palette = newptr + paletteDiff; + + if(pRet){ + *pRet = true; + return nil; + } + } +#else + // nothing to do here really, everything should be in videomemory +#endif + return texture; +} + +bool +MoveAtomicMemory(RpAtomic *atomic, bool onlyOne) +{ + RpGeometry *geo = RpAtomicGetGeometry(atomic); + +#if THIS_IS_COMPATIBLE_WITH_GTA3_RW31 + if(MoveMem((void**)&geo->triangles) && onlyOne) + return true; + if(MoveMem((void**)&geo->matList.materials) && onlyOne) + return true; + if(MoveMem((void**)&geo->preLitLum) && onlyOne) + return true; + if(MoveMem((void**)&geo->texCoords[0]) && onlyOne) + return true; + if(MoveMem((void**)&geo->texCoords[1]) && onlyOne) + return true; + + // verts and normals of morph target are allocated together + int vertDiff; + if(geo->morphTarget->normals) + vertDiff = geo->morphTarget->normals - geo->morphTarget->verts; + if(MoveMem((void**)&geo->morphTarget->verts)){ + if(geo->morphTarget->normals) + geo->morphTarget->normals = geo->morphTarget->verts + vertDiff; + if(onlyOne) + return true; + } + + RpMeshHeader *oldmesh = geo->mesh; + if(MoveMem((void**)&geo->mesh)){ + // index pointers are allocated together with meshes, + // have to relocate those too + RpMesh *mesh = (RpMesh*)(geo->mesh+1); + uintptr reloc = (uintptr)geo->mesh - (uintptr)oldmesh; + for(int i = 0; i < geo->mesh->numMeshes; i++) + mesh[i].indices = (RxVertexIndex*)((uintptr)mesh[i].indices + reloc); + if(onlyOne) + return true; + } +#else + // we could do something in librw here +#endif + return false; +} + +bool +MoveColModelMemory(CColModel &colModel, bool onlyOne) +{ +#if GTA_VERSION >= GTA3_PS2_160 + // hm...should probably only do this if ownsCollisionVolumes + // but it doesn't exist on PS2... + if(!colModel.ownsCollisionVolumes) + return false; +#endif + + if(MoveMem((void**)&colModel.spheres) && onlyOne) + return true; + if(MoveMem((void**)&colModel.lines) && onlyOne) + return true; + if(MoveMem((void**)&colModel.boxes) && onlyOne) + return true; + if(MoveMem((void**)&colModel.vertices) && onlyOne) + return true; + if(MoveMem((void**)&colModel.triangles) && onlyOne) + return true; + if(MoveMem((void**)&colModel.trianglePlanes) && onlyOne) + return true; + return false; +} + +RpAtomic* +MoveAtomicMemoryCB(RpAtomic *atomic, void *pData) +{ + bool *pRet = (bool*)pData; + if(pRet == nil) + MoveAtomicMemory(atomic, false); + else if(MoveAtomicMemory(atomic, true)){ + *pRet = true; + return nil; + } + return atomic; +} + +bool +TidyUpModelInfo(CBaseModelInfo *modelInfo, bool onlyone) +{ + if(modelInfo->GetColModel() && modelInfo->DoesOwnColModel()) + if(MoveColModelMemory(*modelInfo->GetColModel(), onlyone)) + return true; + + RwObject *rwobj = modelInfo->GetRwObject(); + if(RwObjectGetType(rwobj) == rpATOMIC) + if(MoveAtomicMemory((RpAtomic*)rwobj, onlyone)) + return true; + if(RwObjectGetType(rwobj) == rpCLUMP){ + bool ret = false; + if(onlyone) + RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, &ret); + else + RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, nil); + if(ret) + return true; + } + + if(modelInfo->GetModelType() == MITYPE_PED && ((CPedModelInfo*)modelInfo)->m_hitColModel) + if(MoveColModelMemory(*((CPedModelInfo*)modelInfo)->m_hitColModel, onlyone)) + return true; + + return false; +} +#endif + +void CGame::DrasticTidyUpMemory(bool flushDraw) { #ifdef USE_CUSTOM_ALLOCATOR - // meow + bool removedCol = false; + + TidyUpMemory(true, flushDraw); + + if(gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro){ + CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); + CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); + CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); + TidyUpMemory(true, flushDraw); + } + + if(gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro){ + CModelInfo::RemoveColModelsFromOtherLevels(LEVEL_GENERIC); + TidyUpMemory(true, flushDraw); + removedCol = true; + } + + if(gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro){ + CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); + CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); + CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); + TidyUpMemory(true, flushDraw); + } + + if(removedCol){ + // different on PS2 + CFileLoader::LoadCollisionFromDatFile(CCollision::ms_collisionInMemory); + } + + if(!playingIntro) + CStreaming::RequestBigBuildings(currLevel); + + CStreaming::LoadAllRequestedModels(true); #endif } -void CGame::TidyUpMemory(bool, bool) +void CGame::TidyUpMemory(bool moveTextures, bool flushDraw) { #ifdef USE_CUSTOM_ALLOCATOR - // meow + printf("Largest free block before tidy %d\n", gMainHeap.GetLargestFreeBlock()); + + if(moveTextures){ + if(flushDraw){ +#ifdef GTA_PS2 + for(int i = 0; i < sweMaxFlips+1; i++){ +#else + for(int i = 0; i < 5; i++){ // probably more than needed +#endif + RwCameraBeginUpdate(Scene.camera); + RwCameraEndUpdate(Scene.camera); + RwCameraShowRaster(Scene.camera, nil, 0); + } + } + int fontSlot = CTxdStore::FindTxdSlot("fonts"); + + for(int i = 0; i < TXDSTORESIZE; i++){ + if(i == fontSlot || + CTxdStore::GetSlot(i) == nil) + continue; + RwTexDictionary *txd = CTxdStore::GetSlot(i)->texDict; + if(txd) + RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, nil); + } + } + + // animations + for(int i = 0; i < NUMANIMATIONS; i++){ + CAnimBlendHierarchy *anim = CAnimManager::GetAnimation(i); + if(anim == nil) + continue; // cannot happen + anim->MoveMemory(); + } + + // model info + for(int i = 0; i < MODELINFOSIZE; i++){ + CBaseModelInfo *mi = CModelInfo::GetModelInfo(i); + if(mi == nil) + continue; + TidyUpModelInfo(mi, false); + } + + printf("Largest free block after tidy %d\n", gMainHeap.GetLargestFreeBlock()); #endif } void CGame::ProcessTidyUpMemory(void) { #ifdef USE_CUSTOM_ALLOCATOR - // meow + static int32 modelIndex = 0; + static int32 animIndex = 0; + static int32 txdIndex = 0; + bool txdReturn = false; + RwTexDictionary *txd = nil; + gNumMemMoved = 0; + + // model infos + for(int numCleanedUp = 0; numCleanedUp < 10; numCleanedUp++){ + CBaseModelInfo *mi; + do{ + mi = CModelInfo::GetModelInfo(modelIndex); + modelIndex++; + if(modelIndex >= MODELINFOSIZE) + modelIndex = 0; + }while(mi == nil); + + if(TidyUpModelInfo(mi, true)) + return; + } + + // tex dicts + for(int numCleanedUp = 0; numCleanedUp < 3; numCleanedUp++){ + if(gNumMemMoved > 80) + break; + + do{ +#ifdef FIX_BUGS + txd = nil; +#endif + if(CTxdStore::GetSlot(txdIndex)) + txd = CTxdStore::GetSlot(txdIndex)->texDict; + txdIndex++; + if(txdIndex >= TXDSTORESIZE) + txdIndex = 0; + }while(txd == nil); + + RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, &txdReturn); + if(txdReturn) + return; + } + + // animations + CAnimBlendHierarchy *anim; + do{ + anim = CAnimManager::GetAnimation(animIndex); + animIndex++; + if(animIndex >= NUMANIMATIONS) + animIndex = 0; + }while(anim == nil); // always != nil + anim->MoveMemory(true); #endif } |