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-rw-r--r--src/core/Game.cpp610
1 files changed, 555 insertions, 55 deletions
diff --git a/src/core/Game.cpp b/src/core/Game.cpp
index ef4800c5..33302653 100644
--- a/src/core/Game.cpp
+++ b/src/core/Game.cpp
@@ -86,10 +86,14 @@
#include "ZoneCull.h"
#include "Zones.h"
#include "debugmenu.h"
-#include "frontendoption.h"
#include "postfx.h"
#include "custompipes.h"
+#include "screendroplets.h"
#include "crossplatform.h"
+#include "MemoryHeap.h"
+#ifdef USE_TEXTURE_POOL
+#include "TexturePools.h"
+#endif
eLevelName CGame::currLevel;
bool CGame::bDemoMode = true;
@@ -129,7 +133,7 @@ void MessageScreen(char *msg)
CFont::SetFontStyle(FONT_BANK);
CFont::SetBackgroundOff();
- CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f // unused
+ CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f
CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(450.0f)); // 450.0f
@@ -172,19 +176,33 @@ 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);
@@ -207,8 +225,12 @@ 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
@@ -224,14 +246,22 @@ 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();
+#endif
+ // TODO: define
CPlayerSkin::Initialise();
return (true);
}
+// missing altogether on PS2
void CGame::ShutdownRenderWare(void)
{
CMBlur::MotionBlurClose();
@@ -241,7 +271,8 @@ void CGame::ShutdownRenderWare(void)
for ( int32 i = 0; i < NUMPLAYERS; i++ )
CWorld::Players[i].DeletePlayerSkin();
-
+
+ // TODO: define
CPlayerSkin::Shutdown();
DestroyDebugFont();
@@ -264,16 +295,19 @@ 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();
CSurfaceTable::Initialise("DATA\\SURFACE.DAT");
CPedStats::Initialise();
CTimeCycle::Initialise();
+#endif
if ( DMAudio.GetNum3DProvidersAvailable() == 0 )
FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = -1;
@@ -314,19 +348,10 @@ bool CGame::InitialiseOnceAfterRW(void)
DMAudio.SetMusicFadeVol(127);
CWorld::Players[0].SetPlayerSkin(CMenuManager::m_PrefsSkinFile);
-#ifdef CUSTOM_FRONTEND_OPTIONS
- // Apparently this func. can be run multiple times at the start.
- if (numCustomFrontendOptions == 0 && numCustomFrontendScreens == 0) {
- // needs stored language and TheText to be loaded, and last TheText reload is at the start of here
- CustomFrontendOptionsPopulate();
- }
-#endif
-#ifdef LOAD_INI_SETTINGS
- LoadINISettings(); // needs frontend options to be loaded
-#endif
return true;
}
+// missing altogether on PS2
void
CGame::FinalShutdown(void)
{
@@ -337,21 +362,40 @@ CGame::FinalShutdown(void)
bool CGame::Initialise(const char* datFile)
{
+#ifdef GTA_PS2
+ // TODO: upload VU0 collision code here
+#endif
+
+#if GTA_VERSION > GTA3_PS2_160
ResetLoadingScreenBar();
strcpy(aDatFile, datFile);
- CPools::Initialise();
+ CPools::Initialise(); // done in CWorld on PS2
+#endif
+
+#ifndef GTA_PS2
CIniFile::LoadIniFile();
+#endif
+
currLevel = LEVEL_INDUSTRIAL;
+
+ PUSH_MEMID(MEMID_TEXTURES);
LoadingScreen("Loading the Game", "Loading generic textures", GetRandomSplashScreen());
gameTxdSlot = CTxdStore::AddTxdSlot("generic");
CTxdStore::Create(gameTxdSlot);
CTxdStore::AddRef(gameTxdSlot);
+
LoadingScreen("Loading the Game", "Loading particles", nil);
int particleTxdSlot = CTxdStore::AddTxdSlot("particle");
CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD");
CTxdStore::AddRef(particleTxdSlot);
CTxdStore::SetCurrentTxd(gameTxdSlot);
LoadingScreen("Loading the Game", "Setup game variables", nil);
+ POP_MEMID();
+
+#ifdef GTA_PS2
+ CDma::SyncChannel(0, true);
+#endif
+
CGameLogic::InitAtStartOfGame();
CReferences::Init();
TheCamera.Init();
@@ -362,32 +406,72 @@ 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();
+
+ PUSH_MEMID(MEMID_WORLD);
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();
-#ifdef PS2
+ POP_MEMID();
+
+#if GTA_VERSION <= GTA3_PS2_160
gStartX = -180.0f;
gStartY = 180.0f;
gStartZ = 14.0f;
#endif
+
+ PUSH_MEMID(MEMID_ANIMATION);
CAnimManager::Initialise();
CCutsceneMgr::Initialise();
+ POP_MEMID();
+
+ PUSH_MEMID(MEMID_CARS);
CCarCtrl::Init();
+ POP_MEMID();
+
+#if GTA_VERSION > GTA3_PS2_160
InitModelIndices();
+#endif
+
+ PUSH_MEMID(MEMID_DEF_MODELS);
CModelInfo::Initialise();
+#if GTA_VERSION <= GTA3_PS2_160
+ CPedStats::Initialise(); // InitialiseOnceAfterRW
+#else
+ // probably moved before LoadLevel for multiplayer maps?
CPickups::Init();
CTheCarGenerators::Init();
+#endif
+
+#ifndef GTA_PS2 // or GTA_VERSION?
CdStreamAddImage("MODELS\\GTA3.IMG");
+#endif
+
+#if GTA_VERSION > GTA3_PS2_160
CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
CFileLoader::LoadLevel(datFile);
+#else
+ CFileLoader::LoadLevel("GTA3.DAT");
+#endif
+
#ifdef EXTENDED_PIPELINES
// for generic fallback
CustomPipes::SetTxdFindCallback();
@@ -396,17 +480,30 @@ bool CGame::Initialise(const char* datFile)
CVehicleModelInfo::LoadVehicleColours();
CVehicleModelInfo::LoadEnvironmentMaps();
CTheZones::PostZoneCreation();
+ POP_MEMID();
+
+#if GTA_VERSION <= GTA3_PS2_160
+ TestModelIndices();
+#endif
LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen());
ThePaths.PreparePathData();
+#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;
+
LoadingScreen("Loading the Game", "Setup streaming", nil);
CStreaming::Init();
CStreaming::LoadInitialVehicles();
@@ -414,22 +511,37 @@ bool CGame::Initialise(const char* datFile)
CStreaming::RequestBigBuildings(LEVEL_GENERIC);
CStreaming::LoadAllRequestedModels(false);
printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d
+
LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen());
+ PUSH_MEMID(MEMID_ANIMATION);
CAnimManager::LoadAnimFiles();
+ POP_MEMID();
+
CPed::Initialise();
CRouteNode::Initialise();
CEventList::Initialise();
+#ifdef SCREEN_DROPLETS
+ ScreenDroplets::Initialise();
+#endif
LoadingScreen("Loading the Game", "Find big buildings", nil);
CRenderer::Init();
+
LoadingScreen("Loading the Game", "Setup game variables", nil);
CRadar::Initialise();
CRadar::LoadTextures();
CWeapon::InitialiseWeapons();
+
LoadingScreen("Loading the Game", "Setup traffic lights", nil);
CTrafficLights::ScanForLightsOnMap();
CRoadBlocks::Init();
+
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();
@@ -438,44 +550,74 @@ bool CGame::Initialise(const char* datFile)
CAntennas::Init();
CGlass::Init();
gPhoneInfo.Initialise();
+#ifdef GTA_SCENE_EDIT
CSceneEdit::Initialise();
+#endif
+
LoadingScreen("Loading the Game", "Load scripts", nil);
+ PUSH_MEMID(MEMID_SCRIPT);
CTheScripts::Init();
CGangs::Initialise();
+ POP_MEMID();
+
LoadingScreen("Loading the Game", "Setup game variables", nil);
+#if GTA_VERSION <= GTA3_PS2_160
+ CTimer::Initialise();
+#endif
CClock::Initialise(1000);
+#if GTA_VERSION <= GTA3_PS2_160
+ CTheCarGenerators::Init();
+#endif
CHeli::InitHelis();
CCranes::InitCranes();
CMovingThings::Init();
CDarkel::Init();
CStats::Init();
+#if GTA_VERSION <= GTA3_PS2_160
+ CPickups::Init();
+#endif
CPacManPickups::Init();
+#if GTA_VERSION <= GTA3_PS2_160
+ CGarages::Init();
+#endif
CRubbish::Init();
CClouds::Init();
+#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();
+#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();
+
#ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad )
- {
#endif
- LoadingScreen("Loading the Game", "Start script", nil);
- CTheScripts::StartTestScript();
- CTheScripts::Process();
- TheCamera.Process();
-#ifdef PS2_MENU
+ {
+ LoadingScreen("Loading the Game", "Start script", nil);
+ CTheScripts::StartTestScript();
+ CTheScripts::Process();
+ TheCamera.Process();
}
-#endif
+
LoadingScreen("Loading the Game", "Load scene", nil);
CModelInfo::RemoveColModelsFromOtherLevels(currLevel);
CCollision::ms_collisionInMemory = currLevel;
@@ -490,7 +632,7 @@ bool CGame::ShutDown(void)
CPlane::Shutdown();
CTrain::Shutdown();
CSpecialFX::Shutdown();
-#ifndef PS2
+#if GTA_VERSION > GTA3_PS2_160
CGarages::Shutdown();
#endif
CMovingThings::Shutdown();
@@ -531,7 +673,9 @@ 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;
@@ -542,13 +686,11 @@ 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();
@@ -557,7 +699,7 @@ void CGame::ReInitGameObjectVariables(void)
CWorld::bDoingCarCollisions = false;
CHud::ReInitialise();
CRadar::Initialise();
-#ifdef PS2
+#if GTA_VERSION <= GTA3_PS2_160
gStartX = -180.0f;
gStartY = 180.0f;
gStartZ = 14.0f;
@@ -570,6 +712,9 @@ void CGame::ReInitGameObjectVariables(void)
CStreaming::LoadAllRequestedModels(false);
CPed::Initialise();
CEventList::Initialise();
+#ifdef SCREEN_DROPLETS
+ ScreenDroplets::Initialise();
+#endif
CWeapon::InitialiseWeapons();
CPopulation::Initialise();
@@ -577,15 +722,19 @@ void CGame::ReInitGameObjectVariables(void)
CWorld::Players[i].Clear();
CWorld::PlayerInFocus = 0;
-#ifdef PS2
+#if GTA_VERSION <= GTA3_PS2_160
CWeaponEffects::Init();
CSkidmarks::Init();
#endif
CAntennas::Init();
CGlass::Init();
gPhoneInfo.Initialise();
+
+ PUSH_MEMID(MEMID_SCRIPT);
CTheScripts::Init();
CGangs::Initialise();
+ POP_MEMID();
+
CTimer::Initialise();
CClock::Initialise(1000);
CTheCarGenerators::Init();
@@ -596,7 +745,7 @@ void CGame::ReInitGameObjectVariables(void)
CPickups::Init();
CPacManPickups::Init();
CGarages::Init();
-#ifdef PS2
+#if GTA_VERSION <= GTA3_PS2_160
CClouds::Init();
CRemote::Init();
#endif
@@ -666,7 +815,7 @@ void CGame::ShutDownForRestart(void)
CRadar::RemoveRadarSections();
FrontEndMenuManager.UnloadTextures();
CParticleObject::RemoveAllParticleObjects();
-#ifndef PS2
+#if GTA_VERSION >= GTA3_PS2_160
CPedType::Shutdown();
CSpecialFX::Shutdown();
#endif
@@ -745,10 +894,10 @@ void CGame::InitialiseWhenRestarting(void)
//CFont::SetFontStyle(?);
CFont::SetBackgroundOff();
- CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // 480.0f // unused
+ CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // 480.0f
CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
CFont::SetCentreOn();
- CFont::SetCentreSize(SCREEN_SCALE_X(480.0f)); // 480.0f
+ CFont::SetCentreSize(SCREEN_SCALE_X(480.0f));
CFont::SetJustifyOff();
CFont::SetColor(CRGBA(255, 255, 255, 255));
CFont::SetBackGroundOnlyTextOff();
@@ -811,7 +960,7 @@ void CGame::InitialiseWhenRestarting(void)
void CGame::Process(void)
{
CPad::UpdatePads();
-#ifdef GTA_PS2
+#ifdef USE_CUSTOM_ALLOCATOR
ProcessTidyUpMemory();
#endif
TheCamera.SetMotionBlurAlpha(0);
@@ -821,8 +970,12 @@ void CGame::Process(void)
DebugMenuProcess();
#endif
CCutsceneMgr::Update();
+
+ PUSH_MEMID(MEMID_FRONTEND);
if (!CCutsceneMgr::IsCutsceneProcessing() && !CTimer::GetIsCodePaused())
FrontEndMenuManager.Process();
+ POP_MEMID();
+
CStreaming::Update();
if (!CTimer::GetIsPaused())
{
@@ -835,7 +988,11 @@ void CGame::Process(void)
CPad::DoCheats();
CClock::Update();
CWeather::Update();
+
+ PUSH_MEMID(MEMID_SCRIPT);
CTheScripts::Process();
+ POP_MEMID();
+
CCollision::Update();
CTrain::UpdateTrains();
CPlane::UpdatePlanes();
@@ -844,7 +1001,9 @@ void CGame::Process(void)
CSkidmarks::Update();
CAntennas::Update();
CGlass::Update();
+#ifdef GTA_SCENE_EDIT
CSceneEdit::Update();
+#endif
CEventList::Update();
CParticle::Update();
gFireManager.Update();
@@ -859,7 +1018,11 @@ void CGame::Process(void)
CWaterCannons::Update();
CUserDisplay::Process();
CReplay::Update();
+
+ PUSH_MEMID(MEMID_WORLD);
CWorld::Process();
+ POP_MEMID();
+
gAccidentManager.Update();
CPacManPickups::Update();
CPickups::Update();
@@ -880,33 +1043,370 @@ void CGame::Process(void)
gPhoneInfo.Update();
if (!CReplay::IsPlayingBack())
{
+ PUSH_MEMID(MEMID_CARS);
CCarCtrl::GenerateRandomCars();
CRoadBlocks::GenerateRoadBlocks();
CCarCtrl::RemoveDistantCars();
+ POP_MEMID();
}
}
-#ifdef PS2
+#ifdef GTA_PS2
CMemCheck::DoTest();
#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)
{
-#ifdef PS2
- // meow
+ 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
+ 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 PS2
- // meow
+#ifdef USE_CUSTOM_ALLOCATOR
+ 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 PS2
- // meow
+#ifdef USE_CUSTOM_ALLOCATOR
+ 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
}