start using CMemoryHeap

This commit is contained in:
aap 2020-11-26 16:47:19 +01:00
parent 4ddc356341
commit d857758c16
22 changed files with 652 additions and 238 deletions

View file

@ -90,6 +90,7 @@
#include "custompipes.h"
#include "screendroplets.h"
#include "crossplatform.h"
#include "MemoryHeap.h"
eLevelName CGame::currLevel;
bool CGame::bDemoMode = true;
@ -327,21 +328,35 @@ CGame::FinalShutdown(void)
bool CGame::Initialise(const char* datFile)
{
#ifdef GTA_PS2
// TODO: upload VU0 collision code here
#else
ResetLoadingScreenBar();
strcpy(aDatFile, datFile);
CPools::Initialise();
CPools::Initialise(); // done in CWorld on 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();
@ -361,20 +376,41 @@ 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
POP_MEMID();
#ifdef GTA_PS2
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();
#ifndef GTA_PS2
InitModelIndices();
#endif
PUSH_MEMID(MEMID_DEF_MODELS);
CModelInfo::Initialise();
#ifndef GTA_PS2
// probably moved before LoadLevel for multiplayer maps?
CPickups::Init();
CTheCarGenerators::Init();
#endif
CdStreamAddImage("MODELS\\GTA3.IMG");
CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
CFileLoader::LoadLevel(datFile);
@ -386,17 +422,23 @@ bool CGame::Initialise(const char* datFile)
CVehicleModelInfo::LoadVehicleColours();
CVehicleModelInfo::LoadEnvironmentMaps();
CTheZones::PostZoneCreation();
POP_MEMID();
LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen());
ThePaths.PreparePathData();
// done elsewhere on PS2
for (int i = 0; i < NUMPLAYERS; i++)
CWorld::Players[i].Clear();
CWorld::Players[0].LoadPlayerSkin();
TestModelIndices();
//
LoadingScreen("Loading the Game", "Setup water", nil);
CWaterLevel::Initialise("DATA\\WATER.DAT");
TheConsole.Init();
CDraw::SetFOV(120.0f);
CDraw::ms_fLODDistance = 500.0f;
LoadingScreen("Loading the Game", "Setup streaming", nil);
CStreaming::Init();
CStreaming::LoadInitialVehicles();
@ -404,8 +446,12 @@ 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();
@ -414,13 +460,16 @@ 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;
@ -431,26 +480,48 @@ bool CGame::Initialise(const char* datFile)
CAntennas::Init();
CGlass::Init();
gPhoneInfo.Initialise();
#ifndef GTA_PS2
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);
#ifdef GTA_PS2
CTimer::Initialise();
#endif
CClock::Initialise(1000);
#ifdef GTA_PS2
CTheCarGenerators::Init();
#endif
CHeli::InitHelis();
CCranes::InitCranes();
CMovingThings::Init();
CDarkel::Init();
CStats::Init();
#ifdef GTA_PS2
CPickups::Init();
#endif
CPacManPickups::Init();
// CGarages::Init(); here on PS2 instead
CRubbish::Init();
CClouds::Init();
#ifdef GTA_PS2
CRemote::Init();
#endif
CSpecialFX::Init();
CWaterCannons::Init();
CBridge::Init();
CGarages::Init();
LoadingScreen("Loading the Game", "Position dynamic objects", nil);
CWorld::RepositionCertainDynamicObjects();
// CCullZones::ResolveVisibilities(); on PS2 here instead
LoadingScreen("Loading the Game", "Initialise vehicle paths", nil);
CCullZones::ResolveVisibilities();
CTrain::InitTrains();
@ -458,6 +529,7 @@ bool CGame::Initialise(const char* datFile)
CCredits::Init();
CRecordDataForChase::Init();
CReplay::Init();
#ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad )
{
@ -469,6 +541,7 @@ bool CGame::Initialise(const char* datFile)
#ifdef PS2_MENU
}
#endif
LoadingScreen("Loading the Game", "Load scene", nil);
CModelInfo::RemoveColModelsFromOtherLevels(currLevel);
CCollision::ms_collisionInMemory = currLevel;
@ -550,7 +623,7 @@ void CGame::ReInitGameObjectVariables(void)
CWorld::bDoingCarCollisions = false;
CHud::ReInitialise();
CRadar::Initialise();
#ifdef PS2
#ifdef GTA_PS2
gStartX = -180.0f;
gStartY = 180.0f;
gStartZ = 14.0f;
@ -573,15 +646,19 @@ void CGame::ReInitGameObjectVariables(void)
CWorld::Players[i].Clear();
CWorld::PlayerInFocus = 0;
#ifdef PS2
#ifdef GTA_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();
@ -592,7 +669,7 @@ void CGame::ReInitGameObjectVariables(void)
CPickups::Init();
CPacManPickups::Init();
CGarages::Init();
#ifdef PS2
#ifdef GTA_PS2
CClouds::Init();
CRemote::Init();
#endif
@ -807,7 +884,7 @@ void CGame::InitialiseWhenRestarting(void)
void CGame::Process(void)
{
CPad::UpdatePads();
#ifdef GTA_PS2
#ifdef USE_CUSTOM_ALLOCATOR
ProcessTidyUpMemory();
#endif
TheCamera.SetMotionBlurAlpha(0);
@ -817,8 +894,12 @@ 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())
{
@ -831,7 +912,11 @@ void CGame::Process(void)
CPad::DoCheats();
CClock::Update();
CWeather::Update();
PUSH_MEMID(MEMID_SCRIPT);
CTheScripts::Process();
POP_MEMID();
CCollision::Update();
CTrain::UpdateTrains();
CPlane::UpdatePlanes();
@ -855,7 +940,11 @@ void CGame::Process(void)
CWaterCannons::Update();
CUserDisplay::Process();
CReplay::Update();
PUSH_MEMID(MEMID_WORLD);
CWorld::Process();
POP_MEMID();
gAccidentManager.Update();
CPacManPickups::Update();
CPickups::Update();
@ -876,33 +965,35 @@ 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 PS2
#ifdef USE_CUSTOM_ALLOCATOR
// meow
#endif
}
void CGame::TidyUpMemory(bool, bool)
{
#ifdef PS2
#ifdef USE_CUSTOM_ALLOCATOR
// meow
#endif
}
void CGame::ProcessTidyUpMemory(void)
{
#ifdef PS2
#ifdef USE_CUSTOM_ALLOCATOR
// meow
#endif
}