merge attempt

This commit is contained in:
Nikolay Korolev 2020-12-19 03:21:04 +03:00
commit 8d1996833b
68 changed files with 2149 additions and 316 deletions

View file

@ -44,6 +44,7 @@
#include "MBlur.h"
#include "Messages.h"
#include "MemoryCard.h"
#include "MemoryHeap.h"
#include "Pad.h"
#include "Particle.h"
#include "ParticleObject.h"
@ -186,10 +187,22 @@ CGame::InitialiseRenderWare(void)
#ifdef USE_TEXTURE_POOL
_TexturePoolsInitialise();
#endif
CTxdStore::Initialise();
CVisibilityPlugins::Initialise();
//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(SCREEN_WIDTH, SCREEN_HEIGHT, TRUE);
ASSERT(Scene.camera != nil);
@ -198,7 +211,7 @@ CGame::InitialiseRenderWare(void)
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);
@ -221,7 +234,7 @@ CGame::InitialiseRenderWare(void)
/* Add the camera to the world */
RpWorldAddCamera(Scene.world, Scene.camera);
LightsCreate(Scene.world);
CreateDebugFont();
#ifdef LIBRW
@ -238,14 +251,18 @@ CGame::InitialiseRenderWare(void)
ReplaceAtomicPipeCallback();
#endif // PS2_ALPHA_TEST
#endif // LIBRW
PUSH_MEMID(MEMID_TEXTURES);
CFont::Initialise();
CHud::Initialise();
POP_MEMID();
CPlayerSkin::Initialise();
return (true);
}
// missing altogether on PS2
void CGame::ShutdownRenderWare(void)
{
DestroySplashScreen();
@ -254,7 +271,8 @@ void CGame::ShutdownRenderWare(void)
for ( int32 i = 0; i < NUMPLAYERS; i++ )
CWorld::Players[i].DeletePlayerSkin();
// TODO: define
CPlayerSkin::Shutdown();
DestroyDebugFont();
@ -277,6 +295,7 @@ void CGame::ShutdownRenderWare(void)
#endif
}
// missing altogether on PS2
bool CGame::InitialiseOnceAfterRW(void)
{
TheText.Load();
@ -306,6 +325,7 @@ bool CGame::InitialiseOnceAfterRW(void)
return true;
}
// missing altogether on PS2
void
CGame::FinalShutdown(void)
{
@ -316,25 +336,41 @@ CGame::FinalShutdown(void)
bool CGame::Initialise(const char* datFile)
{
#ifdef GTA_PS2
// TODO: upload VU0 collision code here
#endif
ResetLoadingScreenBar();
strcpy(aDatFile, datFile);
CPools::Initialise();
#ifndef GTA_PS2
CIniFile::LoadIniFile();
#endif
#ifdef USE_TEXTURE_POOL
_TexturePoolsUnknown(false);
#endif
currLevel = LEVEL_BEACH;
currArea = AREA_MAIN_MAP;
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();
@ -354,21 +390,35 @@ bool CGame::Initialise(const char* datFile)
CMessages::ClearAllMessagesDisplayedByGame();
CRecordDataForGame::Init();
CRestart::Initialise();
PUSH_MEMID(MEMID_WORLD);
CWorld::Initialise();
POP_MEMID();
PUSH_MEMID(MEMID_TEXTURES);
CParticle::Initialise();
#ifdef PS2
gStartX = -180.0f;
gStartY = 180.0f;
gStartZ = 14.0f;
#endif
POP_MEMID();
PUSH_MEMID(MEMID_ANIMATION);
CAnimManager::Initialise();
CCutsceneMgr::Initialise();
POP_MEMID();
PUSH_MEMID(MEMID_CARS);
CCarCtrl::Init();
POP_MEMID();
InitModelIndices();
PUSH_MEMID(MEMID_DEF_MODELS);
CModelInfo::Initialise();
CPickups::Init();
CTheCarGenerators::Init();
#ifndef GTA_PS2 // or GTA_VERSION?
CdStreamAddImage("MODELS\\GTA3.IMG");
#endif
CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
CFileLoader::LoadLevel(datFile);
#ifdef EXTENDED_PIPELINES
@ -399,6 +449,8 @@ bool CGame::Initialise(const char* datFile)
CStreaming::RemoveIslandsNotUsed(currLevel);
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();
CStreaming::LoadInitialWeapons();
CStreaming::LoadAllRequestedModels(0);
@ -410,13 +462,16 @@ bool CGame::Initialise(const char* datFile)
#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();
CWorld::PlayerInFocus = 0;
@ -431,8 +486,11 @@ bool CGame::Initialise(const char* datFile)
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);
CClock::Initialise(1000);
CHeli::InitHelis();
@ -448,24 +506,26 @@ bool CGame::Initialise(const char* datFile)
CWaterCannons::Init();
CBridge::Init();
CGarages::Init();
LoadingScreen("Loading the Game", "Position dynamic objects", nil);
LoadingScreen("Loading the Game", "Initialise vehicle paths", nil);
CTrain::InitTrains();
CPlane::InitPlanes();
CCredits::Init();
CRecordDataForChase::Init();
CReplay::Init();
#ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad )
#endif
{
#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);
CCollision::ms_collisionInMemory = currLevel;
for (int i = 0; i < MAX_PADS; i++)
@ -490,9 +550,7 @@ bool CGame::ShutDown(void)
CScriptPaths::Shutdown();
CWaterCreatures::RemoveAll();
CSpecialFX::Shutdown();
#ifndef PS2
CGarages::Shutdown();
#endif
CMovingThings::Shutdown();
gPhoneInfo.Shutdown();
CWeapon::ShutdownWeapons();
@ -546,13 +604,11 @@ void CGame::ReInitGameObjectVariables(void)
CGameLogic::InitAtStartOfGame();
#ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad )
#endif
{
#endif
TheCamera.Init();
TheCamera.SetRwCamera(Scene.camera);
#ifdef PS2_MENU
TheCamera.Init();
TheCamera.SetRwCamera(Scene.camera);
}
#endif
CDebug::DebugInitTextBuffer();
CWeather::Init();
CUserDisplay::Init();
@ -561,11 +617,6 @@ void CGame::ReInitGameObjectVariables(void)
CWorld::bDoingCarCollisions = false;
CHud::ReInitialise();
CRadar::Initialise();
#ifdef PS2
gStartX = -180.0f;
gStartY = 180.0f;
gStartZ = 14.0f;
#endif
CCarCtrl::ReInit();
CTimeCycle::Initialise();
CDraw::SetFOV(120.0f);
@ -587,15 +638,15 @@ void CGame::ReInitGameObjectVariables(void)
CWorld::Players[i].Clear();
CWorld::PlayerInFocus = 0;
#ifdef PS2
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();
@ -606,10 +657,6 @@ void CGame::ReInitGameObjectVariables(void)
CPickups::Init();
CPacManPickups::Init();
CGarages::Init();
#ifdef PS2
CClouds::Init();
CRemote::Init();
#endif
CSpecialFX::Init();
CRopes::Init();
CWaterCannons::Init();
@ -748,13 +795,15 @@ void CGame::InitialiseWhenRestarting(void)
void CGame::Process(void)
{
CPad::UpdatePads();
#ifdef GTA_PS2
#ifdef USE_CUSTOM_ALLOCATOR
ProcessTidyUpMemory();
#endif
#ifdef DEBUGMENU
DebugMenuProcess();
#endif
CCutsceneMgr::Update();
PUSH_MEMID(MEMID_FRONTEND);
if (!CCutsceneMgr::IsCutsceneProcessing() && !CTimer::GetIsCodePaused())
FrontEndMenuManager.Process();
CTheZones::Update();
@ -773,7 +822,11 @@ void CGame::Process(void)
CPad::DoCheats();
CClock::Update();
CWeather::Update();
PUSH_MEMID(MEMID_SCRIPT);
CTheScripts::Process();
POP_MEMID();
CCollision::Update();
CScriptPaths::Update();
CTrain::UpdateTrains();
@ -807,7 +860,11 @@ void CGame::Process(void)
CWaterCannons::Update();
CUserDisplay::Process();
CReplay::Update();
PUSH_MEMID(MEMID_WORLD);
CWorld::Process();
POP_MEMID();
gAccidentManager.Update();
CPacManPickups::Update();
CPickups::Update();
@ -836,6 +893,366 @@ void CGame::Process(void)
CCarCtrl::RemoveCarsIfThePoolGetsFull();
}
}
#ifdef GTA_PS2
CMemCheck::DoTest();
#endif
}
#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
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 moveTextures, bool flushDraw)
{
#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 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
}
void
@ -858,33 +1275,6 @@ CGame::CanSeeWaterFromCurrArea(void)
bool
CGame::CanSeeOutSideFromCurrArea(void)
{
return currArea == AREA_MAIN_MAP || currArea == AREA_MALL ||
return currArea == AREA_MAIN_MAP || currArea == AREA_MALL ||
currArea == AREA_MANSION || currArea == AREA_HOTEL;
}
void CGame::DrasticTidyUpMemory(bool)
{
#ifdef USE_TEXTURE_POOL
// TODO
#endif
#ifdef PS2
// meow
#endif
}
void CGame::TidyUpMemory(bool unk1, bool unk2)
{
#ifdef PS2
// meow
#endif
if (unk2) {
DrasticTidyUpMemory(true); // parameter is unknown too
}
}
void CGame::ProcessTidyUpMemory(void)
{
#ifdef PS2
// meow
#endif
}