Squeeze performance option, minor fixes

Fixes are already in miami
This commit is contained in:
eray orçunus 2020-08-03 04:00:12 +03:00
parent a786dd45a4
commit e14252914e
21 changed files with 181 additions and 12 deletions

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@ -105,6 +105,10 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
void
CRoadBlocks::GenerateRoadBlocks(void)
{
#ifdef SQUEEZE_PERFORMANCE
if (FindPlayerPed()->m_pWanted->m_RoadblockDensity == 0)
return;
#endif
CMatrix offsetMatrix;
uint32 frame = CTimer::GetFrameCounter() & 0xF;
int16 nRoadblockNode = (int16)(NUMROADBLOCKS * frame) / 16;

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@ -53,6 +53,10 @@ CAccidentManager::ReportAccident(CPed *ped)
void
CAccidentManager::Update()
{
#ifdef SQUEEZE_PERFORMANCE
// Handled after injury registered.
return;
#endif
int32 e;
if (CEventList::GetEvent(EVENT_INJURED_PED, &e)) {
CPed *ped = CPools::GetPed(gaEvent[e].entityRef);

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@ -1,5 +1,4 @@
#pragma once
#include "common.h"
#include "config.h"
class CPed;

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@ -4,7 +4,7 @@
#include "Game.h" // for eLevelName
// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
#ifdef FIX_BUGS
#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
#define MAX_COLLISION_POINTS 64
#else
#define MAX_COLLISION_POINTS 32

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@ -8,6 +8,7 @@
#include "Messages.h"
#include "Text.h"
#include "main.h"
#include "Accident.h"
int32 CEventList::ms_nFirstFreeSlotIndex;
CEvent gaEvent[NUMEVENTS];
@ -63,6 +64,13 @@ CEventList::RegisterEvent(eEventType type, eEventEntity entityType, CEntity *ent
int ref;
bool copsDontCare;
#ifdef SQUEEZE_PERFORMANCE
if (type == EVENT_INJURED_PED) {
gAccidentManager.ReportAccident((CPed*)ent);
return;
}
#endif
copsDontCare = false;
switch(entityType){
case EVENT_ENTITY_PED:

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@ -106,6 +106,7 @@ int gameTxdSlot;
bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
void DoRWStuffEndOfFrame(void);
#ifdef PS2_MENU
void MessageScreen(char *msg)
{
//TODO: stretch_screen
@ -139,6 +140,7 @@ void MessageScreen(char *msg)
DoRWStuffEndOfFrame();
}
#endif
bool
CGame::InitialiseOnceBeforeRW(void)
@ -431,6 +433,7 @@ bool CGame::Initialise(const char* datFile)
if ( !TheMemoryCard.m_bWantToLoad )
{
#endif
LoadingScreen("Loading the Game", "Start script", nil);
CTheScripts::StartTestScript();
CTheScripts::Process();
TheCamera.Process();

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@ -1104,7 +1104,9 @@ void CPad::UpdatePads(void)
if ( bUpdate )
{
GetPad(0)->Update(0);
#ifndef SQUEEZE_PERFORMANCE
GetPad(1)->Update(0);
#endif
}
#if defined(MASTER) && !defined(XINPUT)

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@ -1941,6 +1941,11 @@ CWorld::Process(void)
} else {
for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
CEntity *movingEnt = (CEntity *)node->item;
#ifdef SQUEEZE_PERFORMANCE
if (movingEnt->bRemoveFromWorld) {
RemoveEntityInsteadOfProcessingIt(movingEnt);
} else
#endif
if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),

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@ -7,6 +7,7 @@
#include "Clock.h"
#include "Text.h"
#include "World.h"
#include "Timer.h"
eLevelName CTheZones::m_CurrLevel;
CZone *CTheZones::m_pPlayersZone;
@ -122,6 +123,10 @@ CTheZones::Init(void)
void
CTheZones::Update(void)
{
#ifdef SQUEEZE_PERFORMANCE
if (CTimer::GetFrameCounter() % 5 != 0)
return;
#endif
CVector pos;
pos = FindPlayerCoors();
m_pPlayersZone = FindSmallestZonePosition(&pos);

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@ -282,4 +282,13 @@ enum Config {
#ifndef AUDIO_OAL // is not working yet for openal
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
#endif
//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
//#define SQUEEZE_PERFORMANCE
#ifdef SQUEEZE_PERFORMANCE
#undef PS2_ALPHA_TEST
#undef NO_ISLAND_LOADING
#define PC_PARTICLE
#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
#endif

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@ -816,7 +816,9 @@ RenderScene(void)
DefinedState();
CWaterLevel::RenderWater();
CRenderer::RenderFadingInEntities();
#ifndef SQUEEZE_PERFORMANCE
CRenderer::RenderVehiclesButNotBoats();
#endif
CWeather::RenderRainStreaks();
}

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@ -45,7 +45,7 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
SetCurrentWeapon(WEAPONTYPE_UZI);
m_fArmour = 50.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
m_wepAccuracy = 64;
m_wepAccuracy = 68;
break;
case COP_ARMY:
SetModelIndex(MI_ARMY);
@ -479,7 +479,7 @@ CCopPed::CopAI(void)
SetAttack(playerOrHisVeh);
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000));
}
SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300));
SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300));
}
SetMoveState(PEDMOVE_STILL);
}

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@ -1104,7 +1104,11 @@ CPopulation::ManagePopulation(void)
}
int pedPoolSize = CPools::GetPedPool()->GetSize();
#ifndef SQUEEZE_PERFORMANCE
for (int poolIndex = pedPoolSize-1; poolIndex >= 0; poolIndex--) {
#else
for (int poolIndex = (pedPoolSize * (frameMod32 + 1) / 32) - 1; poolIndex >= pedPoolSize * frameMod32 / 32; poolIndex--) {
#endif
CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
if (ped && !ped->IsPlayer() && ped->CanBeDeleted() && !ped->bInVehicle) {
@ -1117,6 +1121,13 @@ CPopulation::ManagePopulation(void)
}
float dist = (ped->GetPosition() - playerPos).Magnitude2D();
#ifdef SQUEEZE_PERFORMANCE
if (dist > 50.f)
ped->bUsesCollision = false;
else
ped->bUsesCollision = true;
#endif
bool pedIsFarAway = false;
if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist
|| (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist)

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@ -152,9 +152,9 @@ void CMovingThings::Shutdown()
void CMovingThings::Update()
{
const int TIME_SPAN = 64; // frames to process all aMovingThings
int16 i;
#ifndef SQUEEZE_PERFORMANCE
const int TIME_SPAN = 64; // frames to process all aMovingThings
int block = CTimer::GetFrameCounter() % TIME_SPAN;
@ -167,6 +167,7 @@ void CMovingThings::Update()
if (aMovingThings[i].m_nHidden == 0)
aMovingThings[i].Update();
}
#endif
for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
{

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@ -68,8 +68,8 @@ class CFont
static int16 Size[MAX_FONTS][193];
#endif
static int16 NewLine;
static CSprite2d Sprite[MAX_FONTS];
public:
static CSprite2d Sprite[MAX_FONTS];
static CFontDetails Details;
static void Initialise(void);

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@ -73,8 +73,12 @@ CRenderer::PreRender(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++)
ms_aVisibleEntityPtrs[i]->PreRender();
for(i = 0; i < ms_nNoOfInVisibleEntities; i++)
for (i = 0; i < ms_nNoOfInVisibleEntities; i++) {
#ifdef SQUEEZE_PERFORMANCE
if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli())
#endif
ms_aInVisibleEntityPtrs[i]->PreRender();
}
for(node = CVisibilityPlugins::m_alphaEntityList.head.next;
node != &CVisibilityPlugins::m_alphaEntityList.tail;

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@ -4,7 +4,11 @@ class CVehicle;
enum {
// NB: not all values are allowed, check the code
#ifdef SQUEEZE_PERFORMANCE
NUM_RUBBISH_SHEETS = 32
#else
NUM_RUBBISH_SHEETS = 64
#endif
};
class COneSheet

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@ -4,6 +4,7 @@
#include "Draw.h"
#include "Camera.h"
#include "Sprite2d.h"
#include "Font.h"
RwIm2DVertex CSprite2d::maVertices[8];
float CSprite2d::RecipNearClip;
@ -27,14 +28,18 @@ CSprite2d::InitPerFrame(void)
mCurrentBank = 0;
for(i = 0; i < 10; i++)
mCurrentSprite[i] = 0;
#ifndef SQUEEZE_PERFORMANCE
for(i = 0; i < 10; i++)
mpBankTextures[i] = nil;
#endif
}
int32
CSprite2d::GetBank(int32 n, RwTexture *tex)
{
#ifndef SQUEEZE_PERFORMANCE
mpBankTextures[mCurrentBank] = tex;
#endif
mCurrentSprite[mCurrentBank] = 0;
mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n;
return mCurrentBank++;
@ -59,8 +64,12 @@ CSprite2d::DrawBank(int32 bank)
{
if(mCurrentSprite[bank] == 0)
return;
#ifndef SQUEEZE_PERFORMANCE
RwRenderStateSet(rwRENDERSTATETEXTURERASTER,
mpBankTextures[bank] ? RwTextureGetRaster(mpBankTextures[bank]) : nil);
#else
CFont::Sprite[bank].SetRenderState();
#endif
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]);

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@ -24,6 +24,10 @@
#include "World.h"
#include "SurfaceTable.h"
#ifdef SQUEEZE_PERFORMANCE
uint32 bulletInfoInUse;
#endif
#define BULLET_LIFETIME (1000)
#define NUM_PED_BLOOD_PARTICLES (8)
#define BLOOD_PARTICLE_OFFSET (CVector(0.0f, 0.0f, 0.0f))
@ -47,6 +51,9 @@ void CBulletInfo::Initialise(void)
gaBulletInfo[i].m_pSource = nil;
}
debug("CBulletInfo ready\n");
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse = 0;
#endif
}
void CBulletInfo::Shutdown(void)
@ -71,11 +78,19 @@ bool CBulletInfo::AddBullet(CEntity* pSource, eWeaponType type, CVector vecPosit
gaBulletInfo[i].m_vecSpeed = vecSpeed;
gaBulletInfo[i].m_fTimer = CTimer::GetTimeInMilliseconds() + BULLET_LIFETIME;
gaBulletInfo[i].m_bInUse = true;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse++;
#endif
return true;
}
void CBulletInfo::Update(void)
{
#ifdef SQUEEZE_PERFORMANCE
if (bulletInfoInUse == 0)
return;
#endif
bool bAddSound = true;
bPlayerSniperBullet = false;
for (int i = 0; i < NUM_BULLETS; i++) {
@ -84,8 +99,12 @@ void CBulletInfo::Update(void)
pBullet->m_pSource = nil;
if (!pBullet->m_bInUse)
continue;
if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer)
if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer) {
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
}
CVector vecOldPos = pBullet->m_vecPosition;
CVector vecNewPos = pBullet->m_vecPosition + pBullet->m_vecSpeed * CTimer::GetTimeStep() * 0.5f;
CWorld::bIncludeCarTyres = true;
@ -108,6 +127,9 @@ void CBulletInfo::Update(void)
pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point));
CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000);
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
vecNewPos = point.point;
}
else {
@ -134,6 +156,9 @@ void CBulletInfo::Update(void)
}
}
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
vecNewPos = point.point;
}
}
@ -148,6 +173,9 @@ void CBulletInfo::Update(void)
}
#ifdef FIX_BUGS
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
vecNewPos = point.point;
#endif
}
@ -167,6 +195,9 @@ void CBulletInfo::Update(void)
}
#ifdef FIX_BUGS
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
vecNewPos = point.point;
#endif
}
@ -217,8 +248,12 @@ void CBulletInfo::Update(void)
}
pBullet->m_vecPosition = vecNewPos;
if (pBullet->m_vecPosition.x < -MAP_BORDER || pBullet->m_vecPosition.x > MAP_BORDER ||
pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER)
pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER) {
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
}
}
}

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@ -13,6 +13,10 @@
#include "Weapon.h"
#include "World.h"
#ifdef SQUEEZE_PERFORMANCE
uint32 projectileInUse;
#endif
CProjectileInfo gaProjectileInfo[NUM_PROJECTILES];
CProjectile *CProjectileInfo::ms_apProjectile[NUM_PROJECTILES];
@ -30,6 +34,10 @@ CProjectileInfo::Initialise()
}
debug("CProjectileInfo ready\n");
#ifdef SQUEEZE_PERFORMANCE
projectileInUse = 0;
#endif
}
void
@ -154,6 +162,10 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
ms_apProjectile[i]->m_fElasticity = elasticity;
ms_apProjectile[i]->m_nSpecialCollisionResponseCases = SpecialCollisionResponseCase;
#ifdef SQUEEZE_PERFORMANCE
projectileInUse++;
#endif
gaProjectileInfo[i].m_bInUse = true;
CWorld::Add(ms_apProjectile[i]);
@ -165,6 +177,9 @@ void
CProjectileInfo::RemoveProjectile(CProjectileInfo *info, CProjectile *projectile)
{
RemoveNotAdd(info->m_pSource, info->m_eWeaponType, projectile->GetPosition());
#ifdef SQUEEZE_PERFORMANCE
projectileInUse--;
#endif
info->m_bInUse = false;
CWorld::Remove(projectile);
@ -192,6 +207,11 @@ CProjectileInfo::RemoveNotAdd(CEntity *entity, eWeaponType weaponType, CVector p
void
CProjectileInfo::Update()
{
#ifdef SQUEEZE_PERFORMANCE
if (projectileInUse == 0)
return;
#endif
for (int i = 0; i < ARRAY_SIZE(gaProjectileInfo); i++) {
if (!gaProjectileInfo[i].m_bInUse) continue;
@ -200,6 +220,10 @@ CProjectileInfo::Update()
gaProjectileInfo[i].m_pSource = nil;
if (ms_apProjectile[i] == nil) {
#ifdef SQUEEZE_PERFORMANCE
projectileInUse--;
#endif
gaProjectileInfo[i].m_bInUse = false;
continue;
}
@ -252,6 +276,10 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo
if (pos.x >= x1 && pos.x <= x2 && pos.y >= y1 && pos.y <= y2 && pos.z >= z1 && pos.z <= z2) {
result = true;
if (remove) {
#ifdef SQUEEZE_PERFORMANCE
projectileInUse--;
#endif
gaProjectileInfo[i].m_bInUse = false;
CWorld::Remove(ms_apProjectile[i]);
delete ms_apProjectile[i];
@ -266,8 +294,17 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo
void
CProjectileInfo::RemoveAllProjectiles()
{
#ifdef SQUEEZE_PERFORMANCE
if (projectileInUse == 0)
return;
#endif
for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) {
if (gaProjectileInfo[i].m_bInUse) {
#ifdef SQUEEZE_PERFORMANCE
projectileInUse--;
#endif
gaProjectileInfo[i].m_bInUse = false;
CWorld::Remove(ms_apProjectile[i]);
delete ms_apProjectile[i];
@ -278,12 +315,21 @@ CProjectileInfo::RemoveAllProjectiles()
bool
CProjectileInfo::RemoveIfThisIsAProjectile(CObject *object)
{
#ifdef SQUEEZE_PERFORMANCE
if (projectileInUse == 0)
return false;
#endif
int i = 0;
while (ms_apProjectile[i++] != object) {
if (i >= ARRAY_SIZE(ms_apProjectile))
return false;
}
#ifdef SQUEEZE_PERFORMANCE
projectileInUse--;
#endif
gaProjectileInfo[i].m_bInUse = false;
CWorld::Remove(ms_apProjectile[i]);
delete ms_apProjectile[i];

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@ -13,6 +13,9 @@
CShotInfo gaShotInfo[NUMSHOTINFOS];
float CShotInfo::ms_afRandTable[20];
#ifdef SQUEEZE_PERFORMANCE
uint32 shotInfoInUse;
#endif
/*
Used for flamethrower. I don't know why it's name is CShotInfo.
@ -41,6 +44,9 @@ CShotInfo::Initialise()
nextVal += 0.005f;
}
debug("CShotInfo ready\n");
#ifdef SQUEEZE_PERFORMANCE
shotInfoInUse = 0;
#endif
}
bool
@ -54,6 +60,10 @@ CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos,
if (slot == ARRAY_SIZE(gaShotInfo))
return false;
#ifdef SQUEEZE_PERFORMANCE
shotInfoInUse++;
#endif
gaShotInfo[slot].m_inUse = true;
gaShotInfo[slot].m_weapon = weapon;
gaShotInfo[slot].m_startPos = startPos;
@ -87,6 +97,10 @@ CShotInfo::Shutdown()
void
CShotInfo::Update()
{
#ifdef SQUEEZE_PERFORMANCE
if (shotInfoInUse == 0)
return;
#endif
for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) {
CShotInfo &shot = gaShotInfo[slot];
if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid())
@ -96,8 +110,12 @@ CShotInfo::Update()
continue;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon);
if (CTimer::GetTimeInMilliseconds() > shot.m_timeout)
if (CTimer::GetTimeInMilliseconds() > shot.m_timeout) {
#ifdef SQUEEZE_PERFORMANCE
shotInfoInUse--;
#endif
shot.m_inUse = false;
}
if (weaponInfo->m_bSlowsDown)
shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE