diff options
Diffstat (limited to 'src/core/Collision.cpp')
-rw-r--r-- | src/core/Collision.cpp | 112 |
1 files changed, 70 insertions, 42 deletions
diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp index 6522ff1c..bd0dfb92 100644 --- a/src/core/Collision.cpp +++ b/src/core/Collision.cpp @@ -21,6 +21,7 @@ #include "SurfaceTable.h" #include "Lines.h" #include "Collision.h" +#include "Frontend.h" // TODO: where do these go? @@ -519,74 +520,101 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange) } } - if(level == CGame::currLevel || forceChange){ + if (level == CGame::currLevel || forceChange) { CTimer::Stop(); -#ifndef NO_ISLAND_LOADING - DMAudio.SetEffectsFadeVol(0); - CPad::StopPadsShaking(); - LoadCollisionScreen(CGame::currLevel); - DMAudio.Service(); +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW) #endif + { + DMAudio.SetEffectsFadeVol(0); + CPad::StopPadsShaking(); + LoadCollisionScreen(CGame::currLevel); + DMAudio.Service(); + } CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false); -#ifndef NO_ISLAND_LOADING - CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); - CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); - CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); - CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); - CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); - CStreaming::RemoveUnusedModelsInLoadedList(); - CGame::TidyUpMemory(true, true); - CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH) +#endif + { + CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); + CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); + CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); + } +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW) #endif + { + CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); + CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); + CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); + CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); + CStreaming::RemoveUnusedModelsInLoadedList(); + CGame::TidyUpMemory(true, true); + CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); + } ms_collisionInMemory = CGame::currLevel; CReplay::EmptyReplayBuffer(); -#ifndef NO_ISLAND_LOADING - if(CGame::currLevel != LEVEL_GENERIC) - LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); - CStreaming::RemoveUnusedBuildings(CGame::currLevel); - CStreaming::RequestBigBuildings(CGame::currLevel); +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW) +#endif + { + if (CGame::currLevel != LEVEL_GENERIC) + LoadSplash(GetLevelSplashScreen(CGame::currLevel)); + CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); + CStreaming::RemoveUnusedBuildings(CGame::currLevel); + CStreaming::RequestBigBuildings(CGame::currLevel); + } +#ifdef NO_ISLAND_LOADING + else if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_MEDIUM) + CStreaming::RequestIslands(CGame::currLevel); #endif CStreaming::LoadAllRequestedModels(true); -#ifndef NO_ISLAND_LOADING - CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); - - CGame::TidyUpMemory(true, true); +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW) #endif + { + CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); + + CGame::TidyUpMemory(true, true); + } CTimer::Update(); -#ifndef NO_ISLAND_LOADING - DMAudio.SetEffectsFadeVol(127); +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW) #endif + DMAudio.SetEffectsFadeVol(127); } } +#ifdef NO_ISLAND_LOADING +bool CCollision::bAlreadyLoaded = false; +#endif void CCollision::SortOutCollisionAfterLoad(void) { if(ms_collisionInMemory == CGame::currLevel) return; -#ifndef NO_ISLAND_LOADING - CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW) #endif + CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); + if (CGame::currLevel != LEVEL_GENERIC) { #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); + if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) { + if (bAlreadyLoaded) { + ms_collisionInMemory = CGame::currLevel; + return; + } + bAlreadyLoaded = true; + CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL); + CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL); + CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN); + } else #endif + CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); if(!CGame::playingIntro) LoadSplash(GetLevelSplashScreen(CGame::currLevel)); } |