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-rw-r--r--src/core/World.cpp2011
1 files changed, 1475 insertions, 536 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp
index 313b958a..eacb3404 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -1,64 +1,54 @@
-#include "common.h"
-#include "patcher.h"
-#include "Entity.h"
-#include "Ped.h"
-#include "PlayerPed.h"
-#include "Vehicle.h"
-#include "Object.h"
+#include "World.h"
#include "Camera.h"
-#include "DMAudio.h"
#include "CarCtrl.h"
+#include "CopPed.h"
+#include "CutsceneMgr.h"
+#include "DMAudio.h"
+#include "Entity.h"
+#include "EventList.h"
+#include "Explosion.h"
+#include "Fire.h"
#include "Garages.h"
-#include "TempColModels.h"
-#include "World.h"
+#include "Glass.h"
+#include "Messages.h"
#include "ModelIndices.h"
-#include "References.h"
-#include "CutsceneMgr.h"
+#include "Object.h"
+#include "ParticleObject.h"
+#include "Ped.h"
+#include "PlayerPed.h"
+#include "Population.h"
+#include "ProjectileInfo.h"
#include "Record.h"
-#include "RpAnimBlend.h"
-#include "Messages.h"
+#include "References.h"
#include "Replay.h"
-#include "Population.h"
-#include "Fire.h"
+#include "RpAnimBlend.h"
+#include "Shadows.h"
+#include "TempColModels.h"
+#include "Vehicle.h"
+#include "WaterLevel.h"
+#include "common.h"
+
+
+#define OBJECT_REPOSITION_OFFSET_Z 2.0f
CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
-CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
-CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
-CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
-uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64;
+CPtrList CWorld::ms_bigBuildingsList[4];// = (CPtrList*)0x6FAB60;
+CPtrList CWorld::ms_listMovingEntityPtrs;// = *(CPtrList*)0x8F433C;
+CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];// = (CSector (*)[NUMSECTORS_Y])0x665608;
+uint16 CWorld::ms_nCurrentScanCode;// = *(uint16*)0x95CC64;
-uint8 &CWorld::PlayerInFocus = *(uint8 *)0x95CD61;
+uint8 CWorld::PlayerInFocus;// = *(uint8 *)0x95CD61;
CPlayerInfo CWorld::Players[NUMPLAYERS];
-bool &CWorld::bNoMoreCollisionTorque = *(bool*)0x95CDCC;
-CEntity *&CWorld::pIgnoreEntity = *(CEntity**)0x8F6494;
-bool &CWorld::bIncludeDeadPeds = *(bool*)0x95CD8F;
-bool &CWorld::bSecondShift = *(bool*)0x95CD54;
-bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C;
-bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
-
-bool &CWorld::bDoingCarCollisions = *(bool*)0x95CD8C;
-bool &CWorld::bIncludeCarTyres = *(bool*)0x95CDAA;
-
-WRAPPER void CWorld::ClearForRestart(void) { EAXJMP(0x4AE850); }
-WRAPPER void CWorld::AddParticles(void) { EAXJMP(0x4B4010); }
-WRAPPER void CWorld::ShutDown(void) { EAXJMP(0x4AE450); }
-WRAPPER void CWorld::RepositionCertainDynamicObjects() { EAXJMP(0x4B42B0); }
-WRAPPER void CWorld::RemoveStaticObjects() { EAXJMP(0x4B4D50); }
-WRAPPER void CWorld::RemoveReferencesToDeletedObject(CEntity*) { EAXJMP(0x4B3BF0); }
-WRAPPER void CWorld::FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool){ EAXJMP(0x4B2A30); }
-WRAPPER void CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, uint8) { EAXJMP(0x4B4E70) };
-WRAPPER void CWorld::FindObjectsIntersectingCube(const CVector &, const CVector &, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B2E70); }
-WRAPPER void CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B3280); }
-WRAPPER void CWorld::FindObjectsOfTypeInRange(uint32, CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool) { EAXJMP(0x4B2600); }
-WRAPPER void CWorld::FindObjectsOfTypeInRangeSectorList(uint32, CPtrList&, CVector&, float, bool, short*, short, CEntity**) { EAXJMP(0x4B2960); }
-WRAPPER void CWorld::FindMissionEntitiesIntersectingCube(const CVector&, const CVector&, int16*, int16, CEntity**, bool, bool, bool) { EAXJMP(0x4B3680); }
-WRAPPER void CWorld::ClearCarsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B50E0); }
-WRAPPER void CWorld::ClearPedsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B52B0); }
-WRAPPER void CWorld::CallOffChaseForArea(float, float, float, float) { EAXJMP(0x4B5530); }
-WRAPPER void CWorld::TriggerExplosion(const CVector& a1, float a2, float a3, CEntity *a4, bool a5) { EAXJMP(0x4B1140); }
-WRAPPER void CWorld::SetPedsOnFire(float, float, float, float, CEntity*) { EAXJMP(0x4B3D30); }
-WRAPPER void CWorld::UseDetonator(CEntity *) { EAXJMP(0x4B4650); }
+bool CWorld::bNoMoreCollisionTorque;// = *(bool*)0x95CDCC;
+CEntity *CWorld::pIgnoreEntity;// = *(CEntity**)0x8F6494;
+bool CWorld::bIncludeDeadPeds;// = *(bool*)0x95CD8F;
+bool CWorld::bSecondShift;// = *(bool*)0x95CD54;
+bool CWorld::bForceProcessControl;// = *(bool*)0x95CD6C;
+bool CWorld::bProcessCutsceneOnly;// = *(bool*)0x95CD8B;
+
+bool CWorld::bDoingCarCollisions;// = *(bool*)0x95CD8C;
+bool CWorld::bIncludeCarTyres;// = *(bool*)0x95CDAA;
void
CWorld::Initialise()
@@ -76,37 +66,31 @@ CWorld::Initialise()
void
CWorld::Add(CEntity *ent)
{
- if(ent->IsVehicle() || ent->IsPed())
- DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, true);
+ if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, true);
if(ent->bIsBIGBuilding)
ms_bigBuildingsList[ent->m_level].InsertItem(ent);
else
ent->Add();
- if(ent->IsBuilding() || ent->IsDummy())
- return;
+ if(ent->IsBuilding() || ent->IsDummy()) return;
- if(!ent->bIsStatic)
- ((CPhysical*)ent)->AddToMovingList();
+ if(!ent->bIsStatic) ((CPhysical *)ent)->AddToMovingList();
}
void
CWorld::Remove(CEntity *ent)
{
- if(ent->IsVehicle() || ent->IsPed())
- DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, false);
+ if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, false);
if(ent->bIsBIGBuilding)
ms_bigBuildingsList[ent->m_level].RemoveItem(ent);
else
ent->Remove();
- if(ent->IsBuilding() || ent->IsDummy())
- return;
+ if(ent->IsBuilding() || ent->IsDummy()) return;
- if(!ent->bIsStatic)
- ((CPhysical*)ent)->RemoveFromMovingList();
+ if(!ent->bIsStatic) ((CPhysical *)ent)->RemoveFromMovingList();
}
void
@@ -114,31 +98,74 @@ CWorld::ClearScanCodes(void)
{
CPtrNode *node;
for(int i = 0; i < NUMSECTORS_Y; i++)
- for(int j = 0; j < NUMSECTORS_X; j++){
- CSector *s = &ms_aSectors[i][j];
- for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
- ((CEntity*)node->item)->m_scanCode = 0;
- for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
- ((CEntity*)node->item)->m_scanCode = 0;
- for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
- ((CEntity*)node->item)->m_scanCode = 0;
- for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
- ((CEntity*)node->item)->m_scanCode = 0;
- for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
- ((CEntity*)node->item)->m_scanCode = 0;
+ for(int j = 0; j < NUMSECTORS_X; j++) {
+ CSector *s = &ms_aSectors[i][j];
+ for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
+ ((CEntity *)node->item)->m_scanCode = 0;
+ for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
+ ((CEntity *)node->item)->m_scanCode = 0;
+ for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
+ ((CEntity *)node->item)->m_scanCode = 0;
+ for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
+ ((CEntity *)node->item)->m_scanCode = 0;
+ for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
+ ((CEntity *)node->item)->m_scanCode = 0;
+ }
+}
+
+void
+CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows)
+{
+ CPedPool *pedPool = CPools::GetPedPool();
+ for(int32 i = 0; i < pedPool->GetSize(); i++) {
+ CPed *pPed = pedPool->GetSlot(i);
+ if(pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() &&
+ CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < radius) {
+ CPopulation::RemovePed(pPed);
+ }
+ }
+ CVehiclePool *VehiclePool = CPools::GetVehiclePool();
+ for(int32 i = 0; i < VehiclePool->GetSize(); i++) {
+ CVehicle *pVehicle = VehiclePool->GetSlot(i);
+ if(pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < radius &&
+ !pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
+ if(pVehicle->pDriver) {
+ CPopulation::RemovePed(pVehicle->pDriver);
+ pVehicle->pDriver = nil;
+ }
+ for(int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
+ if(pVehicle->pPassengers[j]) {
+ CPopulation::RemovePed(pVehicle->pPassengers[j]);
+ pVehicle->pPassengers[j] = nil;
+ --pVehicle->m_nNumPassengers;
+ }
+ }
+ CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
+ CWorld::Remove(pVehicle);
+ delete pVehicle;
+ }
+ }
+ CObject::DeleteAllTempObjectsInArea(pos, radius);
+ gFireManager.ExtinguishPoint(pos, radius);
+ CWorld::ExtinguishAllCarFiresInArea(pos, radius);
+ CExplosion::RemoveAllExplosionsInArea(pos, radius);
+ if(bRemoveProjectilesAndTidyUpShadows) {
+ CProjectileInfo::RemoveAllProjectiles();
+ CShadows::TidyUpShadows();
}
}
bool
CWorld::CameraToIgnoreThisObject(CEntity *ent)
{
- if(CGarages::IsModelIndexADoor(ent->GetModelIndex()))
- return false;
- return ((CObject*)ent)->m_bCameraToAvoidThisObject != 1;
+ if(CGarages::IsModelIndexADoor(ent->GetModelIndex())) return false;
+ return ((CObject *)ent)->m_bCameraToAvoidThisObject != 1;
}
bool
-CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity,
+ bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
+ bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
int x, xstart, xend;
int y, ystart, yend;
@@ -155,94 +182,80 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi
xend = GetSectorIndexX(point2.x);
yend = GetSectorIndexY(point2.y);
-#define LOSARGS CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
+#define LOSARGS \
+ CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, \
+ checkDummies, ignoreSeeThrough, ignoreSomeObjects
- if(xstart == xend && ystart == yend){
+ if(xstart == xend && ystart == yend) {
// Only one sector
return ProcessLineOfSightSector(*GetSector(xstart, ystart), LOSARGS);
- }else if(xstart == xend){
+ } else if(xstart == xend) {
// Only step in y
if(ystart < yend)
- for(y = ystart; y <= yend; y++)
- ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+ for(y = ystart; y <= yend; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
else
- for(y = ystart; y >= yend; y--)
- ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+ for(y = ystart; y >= yend; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
return dist < 1.0f;
- }else if(ystart == yend){
+ } else if(ystart == yend) {
// Only step in x
if(xstart < xend)
- for(x = xstart; x <= xend; x++)
- ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
+ for(x = xstart; x <= xend; x++) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
else
- for(x = xstart; x >= xend; x--)
- ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
+ for(x = xstart; x >= xend; x--) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
return dist < 1.0f;
- }else{
- if(point1.x < point2.x){
+ } else {
+ if(point1.x < point2.x) {
// Step from left to right
float m = (point2.y - point1.y) / (point2.x - point1.x);
y1 = ystart;
- y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
+ y2 = GetSectorIndexY((GetWorldX(xstart + 1) - point1.x) * m + point1.y);
if(y1 < y2)
- for(y = y1; y <= y2; y++)
- ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+ for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
else
- for(y = y1; y >= y2; y--)
- ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+ for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
- for(x = xstart+1; x < xend; x++){
+ for(x = xstart + 1; x < xend; x++) {
y1 = y2;
- y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
+ y2 = GetSectorIndexY((GetWorldX(x + 1) - point1.x) * m + point1.y);
if(y1 < y2)
- for(y = y1; y <= y2; y++)
- ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+ for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
else
- for(y = y1; y >= y2; y--)
- ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+ for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
}
y1 = y2;
y2 = yend;
if(y1 < y2)
- for(y = y1; y <= y2; y++)
- ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+ for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
else
- for(y = y1; y >= y2; y--)
- ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
- }else{
+ for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+ } else {
// Step from right to left
float m = (point2.y - point1.y) / (point2.x - point1.x);
y1 = ystart;
- y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
+ y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x) * m + point1.y);
if(y1 < y2)
- for(y = y1; y <= y2; y++)
- ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+ for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
else
- for(y = y1; y >= y2; y--)
- ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+ for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
- for(x = xstart-1; x > xend; x--){
+ for(x = xstart - 1; x > xend; x--) {
y1 = y2;
- y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y);
+ y2 = GetSectorIndexY((GetWorldX(x) - point1.x) * m + point1.y);
if(y1 < y2)
- for(y = y1; y <= y2; y++)
- ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+ for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
else
- for(y = y1; y >= y2; y--)
- ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+ for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
}
y1 = y2;
y2 = yend;
if(y1 < y2)
- for(y = y1; y <= y2; y++)
- ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+ for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
else
- for(y = y1; y >= y2; y--)
- ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+ for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
}
return dist < 1.0f;
}
@@ -251,51 +264,63 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi
}
bool
-CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity,
+ bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
+ bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
float mindist = dist;
bool deadPeds = !!bIncludeDeadPeds;
bIncludeDeadPeds = false;
- if(checkBuildings){
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough);
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+ if(checkBuildings) {
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
+ ignoreSeeThrough);
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough);
}
- if(checkVehicles){
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough);
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+ if(checkVehicles) {
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity,
+ ignoreSeeThrough);
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough);
}
- if(checkPeds){
- if(deadPeds)
- bIncludeDeadPeds = true;
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough);
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+ if(checkPeds) {
+ if(deadPeds) bIncludeDeadPeds = true;
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
+ ignoreSeeThrough);
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough);
bIncludeDeadPeds = false;
}
- if(checkObjects){
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
+ if(checkObjects) {
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity,
+ ignoreSeeThrough, ignoreSomeObjects);
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough, ignoreSomeObjects);
}
- if(checkDummies){
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough);
- ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+ if(checkDummies) {
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity,
+ ignoreSeeThrough);
+ ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough);
}
bIncludeDeadPeds = deadPeds;
- if(mindist < dist){
+ if(mindist < dist) {
dist = mindist;
return true;
- }else
+ } else
return false;
}
bool
-CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
+ CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
bool deadPeds = false;
float mindist = dist;
@@ -303,119 +328,137 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
CEntity *e;
CColModel *colmodel;
- if(list.first && bIncludeDeadPeds && ((CEntity*)list.first->item)->IsPed())
- deadPeds = true;
+ if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true;
- for(node = list.first; node; node = node->next){
- e = (CEntity*)node->item;
- if(e->m_scanCode != GetCurrentScanCode() &&
- e != pIgnoreEntity &&
- (e->bUsesCollision || deadPeds) &&
- !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){
+ for(node = list.first; node; node = node->next) {
+ e = (CEntity *)node->item;
+ if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds) &&
+ !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
colmodel = nil;
e->m_scanCode = GetCurrentScanCode();
- if(e->IsPed()){
- if(e->bUsesCollision ||
- deadPeds && ((CPed*)e)->m_nPedState == PED_DEAD){
- if (((CPed*)e)->UseGroundColModel())
+ if(e->IsPed()) {
+ if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) {
+ if(((CPed *)e)->UseGroundColModel())
colmodel = &CTempColModels::ms_colModelPedGroundHit;
else
#ifdef ANIMATE_PED_COL_MODEL
- colmodel = CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->GetHitColModel(), RpClumpGetFrame(e->GetClump()));
+ colmodel = CPedModelInfo::AnimatePedColModel(
+ ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))
+ ->GetHitColModel(),
+ RpClumpGetFrame(e->GetClump()));
#else
- colmodel = ((CPedModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->GetHitColModel();
+ colmodel =
+ ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))
+ ->GetHitColModel();
#endif
- }else
+ } else
colmodel = nil;
- }else if(e->bUsesCollision)
+ } else if(e->bUsesCollision)
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
- if(colmodel &&
- CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough))
+ if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist,
+ ignoreSeeThrough))
entity = e;
}
}
- if(mindist < dist){
+ if(mindist < dist) {
dist = mindist;
return true;
- }else
+ } else
return false;
}
-bool
-CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
+bool
+CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings,
+ bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies,
+ bool ignoreSeeThrough, CStoredCollPoly *poly)
{
AdvanceCurrentScanCode();
CVector point2(point1.x, point1.y, z2);
return ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexX(point1.y)),
- CColLine(point1, point2), point, entity,
- checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
+ CColLine(point1, point2), point, entity, checkBuildings, checkVehicles,
+ checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
}
bool
-CWorld::ProcessVerticalLineSector(CSector &sector, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
+CWorld::ProcessVerticalLineSector(CSector &sector, const CColLine &line, CColPoint &point, CEntity *&entity,
+ bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
+ bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
{
float mindist = 1.0f;
- if(checkBuildings){
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough, poly);
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+ if(checkBuildings) {
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist,
+ entity, ignoreSeeThrough, poly);
}
- if(checkVehicles){
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough, poly);
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+ if(checkVehicles) {
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
}
- if(checkPeds){
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough, poly);
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+ if(checkPeds) {
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
}
- if(checkObjects){
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, poly);
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+ if(checkObjects) {
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
}
- if(checkDummies){
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough, poly);
- ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+ if(checkDummies) {
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
+ ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity,
+ ignoreSeeThrough, poly);
}
return mindist < 1.0f;
}
bool
-CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
+CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
+ CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
{
float mindist = dist;
CPtrNode *node;
CEntity *e;
CColModel *colmodel;
- for(node = list.first; node; node = node->next){
- e = (CEntity*)node->item;
- if(e->m_scanCode != GetCurrentScanCode() &&
- e->bUsesCollision){
+ for(node = list.first; node; node = node->next) {
+ e = (CEntity *)node->item;
+ if(e->m_scanCode != GetCurrentScanCode() && e->bUsesCollision) {
e->m_scanCode = GetCurrentScanCode();
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
- if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough, poly))
+ if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist,
+ ignoreSeeThrough, poly))
entity = e;
}
}
- if(mindist < dist){
+ if(mindist < dist) {
dist = mindist;
return true;
- }else
+ } else
return false;
}
bool
-CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles,
+ bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough,
+ bool ignoreSomeObjects)
{
int x, xstart, xend;
int y, ystart, yend;
@@ -428,58 +471,54 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
xend = GetSectorIndexX(point2.x);
yend = GetSectorIndexY(point2.y);
-#define LOSARGS CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
+#define LOSARGS \
+ CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, \
+ ignoreSeeThrough, ignoreSomeObjects
- if(xstart == xend && ystart == yend){
+ if(xstart == xend && ystart == yend) {
// Only one sector
return GetIsLineOfSightSectorClear(*GetSector(xstart, ystart), LOSARGS);
- }else if(xstart == xend){
+ } else if(xstart == xend) {
// Only step in y
- if(ystart < yend){
+ if(ystart < yend) {
for(y = ystart; y <= yend; y++)
- if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
- return false;
- }else{
+ if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
+ } else {
for(y = ystart; y >= yend; y--)
- if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
- return false;
+ if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
}
- }else if(ystart == yend){
+ } else if(ystart == yend) {
// Only step in x
- if(xstart < xend){
+ if(xstart < xend) {
for(x = xstart; x <= xend; x++)
- if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
- return false;
- }else{
+ if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) return false;
+ } else {
for(x = xstart; x >= xend; x--)
- if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
- return false;
+ if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) return false;
}
- }else{
- if(point1.x < point2.x){
+ } else {
+ if(point1.x < point2.x) {
// Step from left to right
float m = (point2.y - point1.y) / (point2.x - point1.x);
y1 = ystart;
- y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
- if(y1 < y2){
+ y2 = GetSectorIndexY((GetWorldX(xstart + 1) - point1.x) * m + point1.y);
+ if(y1 < y2) {
for(y = y1; y <= y2; y++)
- if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
- return false;
- }else{
+ if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
+ } else {
for(y = y1; y >= y2; y--)
- if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
- return false;
+ if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
}
- for(x = xstart+1; x < xend; x++){
+ for(x = xstart + 1; x < xend; x++) {
y1 = y2;
- y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
- if(y1 < y2){
+ y2 = GetSectorIndexY((GetWorldX(x + 1) - point1.x) * m + point1.y);
+ if(y1 < y2) {
for(y = y1; y <= y2; y++)
if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
return false;
- }else{
+ } else {
for(y = y1; y >= y2; y--)
if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
return false;
@@ -488,39 +527,35 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
y1 = y2;
y2 = yend;
- if(y1 < y2){
+ if(y1 < y2) {
for(y = y1; y <= y2; y++)
- if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
- return false;
- }else{
+ if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
+ } else {
for(y = y1; y >= y2; y--)
- if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
- return false;
+ if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
}
- }else{
+ } else {
// Step from right to left
float m = (point2.y - point1.y) / (point2.x - point1.x);
y1 = ystart;
- y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
- if(y1 < y2){
+ y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x) * m + point1.y);
+ if(y1 < y2) {
for(y = y1; y <= y2; y++)
- if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
- return false;
- }else{
+ if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
+ } else {
for(y = y1; y >= y2; y--)
- if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
- return false;
+ if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
}
- for(x = xstart-1; x > xend; x--){
+ for(x = xstart - 1; x > xend; x--) {
y1 = y2;
- y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y);
- if(y1 < y2){
+ y2 = GetSectorIndexY((GetWorldX(x) - point1.x) * m + point1.y);
+ if(y1 < y2) {
for(y = y1; y <= y2; y++)
if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
return false;
- }else{
+ } else {
for(y = y1; y >= y2; y--)
if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
return false;
@@ -529,14 +564,12 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
y1 = y2;
y2 = yend;
- if(y1 < y2){
+ if(y1 < y2) {
for(y = y1; y <= y2; y++)
- if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
- return false;
- }else{
+ if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
+ } else {
for(y = y1; y >= y2; y--)
- if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
- return false;
+ if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
}
}
}
@@ -547,37 +580,43 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
}
bool
-CWorld::GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool checkBuildings, bool checkVehicles,
+ bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough,
+ bool ignoreSomeObjects)
{
- if(checkBuildings){
+ if(checkBuildings) {
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS], line, ignoreSeeThrough))
return false;
- if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, ignoreSeeThrough))
+ if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line,
+ ignoreSeeThrough))
return false;
}
- if(checkVehicles){
+ if(checkVehicles) {
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES], line, ignoreSeeThrough))
return false;
- if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, ignoreSeeThrough))
+ if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line,
+ ignoreSeeThrough))
return false;
}
- if(checkPeds){
+ if(checkPeds) {
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS], line, ignoreSeeThrough))
return false;
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, ignoreSeeThrough))
return false;
}
- if(checkObjects){
- if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS], line, ignoreSeeThrough, ignoreSomeObjects))
+ if(checkObjects) {
+ if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS], line, ignoreSeeThrough,
+ ignoreSomeObjects))
return false;
- if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, ignoreSeeThrough, ignoreSomeObjects))
+ if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, ignoreSeeThrough,
+ ignoreSomeObjects))
return false;
}
- if(checkDummies){
+ if(checkDummies) {
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES], line, ignoreSeeThrough))
return false;
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, ignoreSeeThrough))
@@ -588,21 +627,20 @@ CWorld::GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool
}
bool
-CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough,
+ bool ignoreSomeObjects)
{
CPtrNode *node;
CEntity *e;
CColModel *colmodel;
- for(node = list.first; node; node = node->next){
- e = (CEntity*)node->item;
- if(e->m_scanCode != GetCurrentScanCode() &&
- e->bUsesCollision){
+ for(node = list.first; node; node = node->next) {
+ e = (CEntity *)node->item;
+ if(e->m_scanCode != GetCurrentScanCode() && e->bUsesCollision) {
e->m_scanCode = GetCurrentScanCode();
- if(e != pIgnoreEntity &&
- !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){
+ if(e != pIgnoreEntity && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
@@ -616,26 +654,25 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
}
void
-CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects)
+CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radius, bool ignoreZ, short *nextObject,
+ short lastObject, CEntity **objects)
{
float radiusSqr = radius * radius;
float objDistSqr;
- for (CPtrNode *node = list.first; node; node = node->next) {
- CEntity *object = (CEntity*)node->item;
- if (object->m_scanCode != GetCurrentScanCode()) {
+ for(CPtrNode *node = list.first; node; node = node->next) {
+ CEntity *object = (CEntity *)node->item;
+ if(object->m_scanCode != GetCurrentScanCode()) {
object->m_scanCode = GetCurrentScanCode();
CVector diff = centre - object->GetPosition();
- if (ignoreZ)
+ if(ignoreZ)
objDistSqr = diff.MagnitudeSqr2D();
else
objDistSqr = diff.MagnitudeSqr();
- if (objDistSqr < radiusSqr && *nextObject < lastObject) {
- if (objects) {
- objects[*nextObject] = object;
- }
+ if(objDistSqr < radiusSqr && *nextObject < lastObject) {
+ if(objects) { objects[*nextObject] = object; }
(*nextObject)++;
}
}
@@ -643,140 +680,239 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radi
}
void
-CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
+CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject,
+ CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
+ bool checkObjects, bool checkDummies)
{
int minX = GetSectorIndexX(centre.x - radius);
- if (minX <= 0) minX = 0;
+ if(minX <= 0) minX = 0;
int minY = GetSectorIndexY(centre.y - radius);
- if (minY <= 0) minY = 0;
+ if(minY <= 0) minY = 0;
int maxX = GetSectorIndexX(centre.x + radius);
#ifdef FIX_BUGS
- if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
+ if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
- if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
+ if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif
int maxY = GetSectorIndexY(centre.y + radius);
#ifdef FIX_BUGS
- if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
+ if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
- if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+ if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif
-
+
AdvanceCurrentScanCode();
*nextObject = 0;
for(int curY = minY; curY <= maxY; curY++) {
for(int curX = minX; curX <= maxX; curX++) {
CSector *sector = GetSector(curX, curY);
- if (checkBuildings) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ if(checkBuildings) {
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius,
+ ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre,
+ radius, ignoreZ, nextObject, lastObject, objects);
+ }
+ if(checkVehicles) {
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius,
+ ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre,
+ radius, ignoreZ, nextObject, lastObject, objects);
+ }
+ if(checkPeds) {
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ,
+ nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius,
+ ignoreZ, nextObject, lastObject, objects);
+ }
+ if(checkObjects) {
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius,
+ ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre,
+ radius, ignoreZ, nextObject, lastObject, objects);
+ }
+ if(checkDummies) {
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius,
+ ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre,
+ radius, ignoreZ, nextObject, lastObject, objects);
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList &list, const CVector &position, float radius,
+ bool bCheck2DOnly, int16 *nEntitiesFound, int16 maxEntitiesToFind,
+ CEntity **aEntities)
+{
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ if(pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
+ if(modelId == pEntity->m_modelIndex) {
+ float fMagnitude = 0.0f;
+ if(bCheck2DOnly)
+ fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr2D();
+ else
+ fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr();
+ if(fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
+ if(aEntities) aEntities[*nEntitiesFound] = pEntity;
+ ++*nEntitiesFound;
+ }
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float radius, bool bCheck2DOnly,
+ int16 *nEntitiesFound, int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings,
+ bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
+{
+ CWorld::AdvanceCurrentScanCode();
+ *nEntitiesFound = 0;
+ const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
+ const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
+ const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
+ for(int32 y = nStartY; y <= nEndY; y++) {
+ for(int32 x = nStartX; x <= nEndX; x++) {
+ CSector *pSector = CWorld::GetSector(x, y);
+ if(bBuildings) {
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius,
+ bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
}
- if (checkVehicles) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ if(bVehicles) {
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius,
+ bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
}
- if (checkPeds) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ if(bPeds) {
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
}
- if (checkObjects) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ if(bObjects) {
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius,
+ bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
}
- if (checkDummies) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ if(bDummies) {
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsOfTypeInRangeSectorList(
+ modelId, pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius,
+ bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
}
}
}
}
-CEntity*
-CWorld::TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects)
+CEntity *
+CWorld::TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings,
+ bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies,
+ bool ignoreSomeObjects)
{
- CEntity* foundE = nil;
+ CEntity *foundE = nil;
int minX = GetSectorIndexX(centre.x - radius);
- if (minX <= 0) minX = 0;
+ if(minX <= 0) minX = 0;
int minY = GetSectorIndexY(centre.y - radius);
- if (minY <= 0) minY = 0;
+ if(minY <= 0) minY = 0;
int maxX = GetSectorIndexX(centre.x + radius);
#ifdef FIX_BUGS
- if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
+ if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
- if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
+ if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif
int maxY = GetSectorIndexY(centre.y + radius);
#ifdef FIX_BUGS
- if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
+ if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
- if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+ if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif
AdvanceCurrentScanCode();
- for (int curY = minY; curY <= maxY; curY++) {
- for (int curX = minX; curX <= maxX; curX++) {
- CSector* sector = GetSector(curX, curY);
- if (checkBuildings) {
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
-
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
+ for(int curY = minY; curY <= maxY; curY++) {
+ for(int curX = minX; curX <= maxX; curX++) {
+ CSector *sector = GetSector(curX, curY);
+ if(checkBuildings) {
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre,
+ radius, entityToIgnore, false);
+ if(foundE) return foundE;
+
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
+ centre, radius, entityToIgnore, false);
+ if(foundE) return foundE;
}
- if (checkVehicles) {
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
-
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
+ if(checkVehicles) {
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre,
+ radius, entityToIgnore, false);
+ if(foundE) return foundE;
+
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP],
+ centre, radius, entityToIgnore, false);
+ if(foundE) return foundE;
}
- if (checkPeds) {
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
-
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
+ if(checkPeds) {
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius,
+ entityToIgnore, false);
+ if(foundE) return foundE;
+
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre,
+ radius, entityToIgnore, false);
+ if(foundE) return foundE;
}
- if (checkObjects) {
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, entityToIgnore, ignoreSomeObjects);
- if (foundE)
- return foundE;
-
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, entityToIgnore, ignoreSomeObjects);
- if (foundE)
- return foundE;
+ if(checkObjects) {
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre,
+ radius, entityToIgnore, ignoreSomeObjects);
+ if(foundE) return foundE;
+
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP],
+ centre, radius, entityToIgnore, ignoreSomeObjects);
+ if(foundE) return foundE;
}
- if (checkDummies) {
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
-
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, entityToIgnore, false);
- if (foundE)
- return foundE;
+ if(checkDummies) {
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre,
+ radius, entityToIgnore, false);
+ if(foundE) return foundE;
+
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP],
+ centre, radius, entityToIgnore, false);
+ if(foundE) return foundE;
}
}
}
return foundE;
}
-CEntity*
-CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore, bool ignoreSomeObjects)
+CEntity *
+CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore,
+ bool ignoreSomeObjects)
{
static CColModel sphereCol;
@@ -800,24 +936,27 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
CMatrix sphereMat;
sphereMat.SetTranslate(spherePos);
- for(CPtrNode *node=list.first; node; node = node->next) {
- CEntity *e = (CEntity*)node->item;
+ for(CPtrNode *node = list.first; node; node = node->next) {
+ CEntity *e = (CEntity *)node->item;
- if (e->m_scanCode != GetCurrentScanCode()) {
+ if(e->m_scanCode != GetCurrentScanCode()) {
e->m_scanCode = GetCurrentScanCode();
- if (e != entityToIgnore && e->bUsesCollision && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
+ if(e != entityToIgnore && e->bUsesCollision &&
+ !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
CVector diff = spherePos - e->GetPosition();
float distance = diff.Magnitude();
- if (e->GetBoundRadius() + radius > distance) {
+ if(e->GetBoundRadius() + radius > distance) {
CColModel *eCol = CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel();
- int collidedSpheres = CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(),
- *eCol, gaTempSphereColPoints, nil, nil);
-
- if (collidedSpheres != 0 ||
- (e->IsVehicle() && ((CVehicle*)e)->m_vehType == VEHICLE_TYPE_CAR &&
- e->m_modelIndex != MI_DODO && radius + eCol->boundingBox.max.x > distance)) {
+ int collidedSpheres =
+ CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(), *eCol,
+ gaTempSphereColPoints, nil, nil);
+
+ if(collidedSpheres != 0 ||
+ (e->IsVehicle() && ((CVehicle *)e)->m_vehType == VEHICLE_TYPE_CAR &&
+ e->m_modelIndex != MI_DODO &&
+ radius + eCol->boundingBox.max.x > distance)) {
return e;
}
}
@@ -833,7 +972,8 @@ CWorld::FindGroundZForCoord(float x, float y)
{
CColPoint point;
CEntity *ent;
- if(ProcessVerticalLine(CVector(x, y, 1000.0f), -1000.0f, point, ent, true, false, false, false, true, false, nil))
+ if(ProcessVerticalLine(CVector(x, y, 1000.0f), -1000.0f, point, ent, true, false, false, false, true, false,
+ nil))
return point.point.z;
else
return 20.0f;
@@ -844,13 +984,11 @@ CWorld::FindGroundZFor3DCoord(float x, float y, float z, bool *found)
{
CColPoint point;
CEntity *ent;
- if(ProcessVerticalLine(CVector(x, y, z), -1000.0f, point, ent, true, false, false, false, false, false, nil)){
- if(found)
- *found = true;
+ if(ProcessVerticalLine(CVector(x, y, z), -1000.0f, point, ent, true, false, false, false, false, false, nil)) {
+ if(found) *found = true;
return point.point.z;
- }else{
- if(found)
- *found = false;
+ } else {
+ if(found) *found = false;
return 0.0f;
}
}
@@ -860,35 +998,373 @@ CWorld::FindRoofZFor3DCoord(float x, float y, float z, bool *found)
{
CColPoint point;
CEntity *ent;
- if(ProcessVerticalLine(CVector(x, y, z), 1000.0f, point, ent, true, false, false, false, true, false, nil)){
- if(found)
- *found = true;
+ if(ProcessVerticalLine(CVector(x, y, z), 1000.0f, point, ent, true, false, false, false, true, false, nil)) {
+ if(found) *found = true;
return point.point.z;
- }else{
+ } else {
if(found == nil)
- printf("THERE IS NO MAP BELOW THE FOLLOWING COORS:%f %f %f. (FindGroundZFor3DCoord)\n", x, y, z);
- if(found)
- *found = false;
+ printf("THERE IS NO MAP BELOW THE FOLLOWING COORS:%f %f %f. (FindGroundZFor3DCoord)\n", x, y,
+ z);
+ if(found) *found = false;
return 20.0f;
}
}
-CPlayerPed*
+void
+CWorld::RemoveReferencesToDeletedObject(CEntity *pDeletedObject)
+{
+ int32 i = CPools::GetPedPool()->GetSize();
+ while(--i >= 0) {
+ CPed *pPed = CPools::GetPedPool()->GetSlot(i);
+ if(pPed && pPed != pDeletedObject) {
+ pPed->RemoveRefsToEntity(pDeletedObject);
+ if(pPed->m_pCurrentPhysSurface == pDeletedObject) pPed->m_pCurrentPhysSurface = nil;
+ }
+ }
+ i = CPools::GetVehiclePool()->GetSize();
+ while(--i >= 0) {
+ CVehicle *pVehicle = CPools::GetVehiclePool()->GetSlot(i);
+ if(pVehicle && pVehicle != pDeletedObject) {
+ pVehicle->RemoveRefsToEntity(pDeletedObject);
+ pVehicle->RemoveRefsToVehicle(pDeletedObject);
+ }
+ }
+ i = CPools::GetObjectPool()->GetSize();
+ while(--i >= 0) {
+ CObject *pObject = CPools::GetObjectPool()->GetSlot(i);
+ if(pObject && pObject != pDeletedObject) { pObject->RemoveRefsToEntity(pDeletedObject); }
+ }
+}
+
+void
+CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bCheck2DOnly, int16 *nCollidingEntities,
+ int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings, bool bVehicles,
+ bool bPeds, bool bObjects, bool bDummies)
+{
+ CWorld::AdvanceCurrentScanCode();
+ *nCollidingEntities = 0;
+ const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
+ const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
+ const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
+ for(int32 y = nStartY; y <= nEndY; y++) {
+ for(int32 x = nStartX; x <= nEndX; x++) {
+ CSector *pSector = CWorld::GetSector(x, y);
+ if(bBuildings) {
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ }
+ if(bVehicles) {
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ }
+ if(bPeds) {
+ CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position,
+ radius, bCheck2DOnly, nCollidingEntities,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ }
+ if(bObjects) {
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ }
+ if(bDummies) {
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsKindaCollidingSectorList(
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly,
+ nCollidingEntities, maxEntitiesToFind, aEntities);
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsKindaCollidingSectorList(CPtrList &list, const CVector &position, float radius, bool bCheck2DOnly,
+ int16 *nCollidingEntities, int16 maxEntitiesToFind, CEntity **aEntities)
+{
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ if(pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
+ float fMagnitude = 0.0f;
+ if(bCheck2DOnly)
+ fMagnitude = (position - pEntity->GetPosition()).Magnitude2D();
+ else
+ fMagnitude = (position - pEntity->GetPosition()).Magnitude();
+ if(pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
+ if(aEntities) aEntities[*nCollidingEntities] = pEntity;
+ ++*nCollidingEntities;
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &vecEndPos, int16 *nIntersecting,
+ int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings, bool bVehicles,
+ bool bPeds, bool bObjects, bool bDummies)
+{
+ CWorld::AdvanceCurrentScanCode();
+ *nIntersecting = 0;
+ const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
+ for(int32 y = nStartY; y <= nEndY; y++) {
+ for(int32 x = nStartX; x <= nEndX; x++) {
+ CSector *pSector = CWorld::GetSector(x, y);
+ if(bBuildings) {
+ CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS],
+ vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], vecStartPos, vecEndPos,
+ nIntersecting, maxEntitiesToFind, aEntities);
+ }
+ if(bVehicles) {
+ CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES],
+ vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos,
+ nIntersecting, maxEntitiesToFind, aEntities);
+ }
+ if(bPeds) {
+ CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS],
+ vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP],
+ vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ }
+ if(bObjects) {
+ CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS],
+ vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ }
+ if(bDummies) {
+ CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES],
+ vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities);
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsIntersectingCubeSectorList(CPtrList &list, const CVector &vecStartPos, const CVector &vecEndPos,
+ int16 *nIntersecting, int16 maxEntitiesToFind, CEntity **aEntities)
+{
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ if(pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
+ float fRadius = pEntity->GetBoundRadius();
+ const CVector &entityPos = pEntity->GetPosition();
+ if(fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
+ fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y &&
+ fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
+ *nIntersecting < maxEntitiesToFind) {
+ if(aEntities) aEntities[*nIntersecting] = pEntity;
+ ++*nIntersecting;
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &boundingBox, const CMatrix &matrix,
+ const CVector &position, float fStartX, float fStartY, float fEndX,
+ float fEndY, int16 *nEntitiesFound, int16 maxEntitiesToFind,
+ CEntity **aEntities, bool bBuildings, bool bVehicles, bool bPeds,
+ bool bObjects, bool bDummies)
+{
+ CWorld::AdvanceCurrentScanCode();
+ *nEntitiesFound = 0;
+ const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
+ for(int32 y = nStartY; y <= nEndY; y++) {
+ for(int32 x = nStartX; x <= nEndX; x++) {
+ CSector *pSector = CWorld::GetSector(x, y);
+ if(bBuildings) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if(bVehicles) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if(bPeds) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if(bObjects) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if(bDummies) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound,
+ maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], boundingBox, matrix, position,
+ nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList &list, const CColBox &boundingBox,
+ const CMatrix &matrix, const CVector &position,
+ int16 *nEntitiesFound, int16 maxEntitiesToFind,
+ CEntity **aEntities)
+{
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ if(pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
+ CColSphere sphere;
+ CVector vecDistance = pEntity->GetPosition() - position;
+ sphere.radius = pEntity->GetBoundRadius();
+ sphere.center = Multiply3x3(vecDistance, matrix);
+ if(CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
+ if(aEntities) aEntities[*nEntitiesFound] = pEntity;
+ ++*nEntitiesFound;
+ }
+ }
+ }
+}
+
+void
+CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CVector &vecEndPos, int16 *nIntersecting,
+ int16 maxEntitiesToFind, CEntity **aEntities, bool bVehicles, bool bPeds,
+ bool bObjects)
+{
+ CWorld::AdvanceCurrentScanCode();
+ *nIntersecting = 0;
+ const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
+ for(int32 y = nStartY; y <= nEndY; y++) {
+ for(int32 x = nStartX; x <= nEndX; x++) {
+ CSector *pSector = CWorld::GetSector(x, y);
+ if(bVehicles) {
+ CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities, true, false);
+ CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos,
+ nIntersecting, maxEntitiesToFind, aEntities, true, false);
+ }
+ if(bPeds) {
+ CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities, false, true);
+ CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities, false, true);
+ }
+ if(bObjects) {
+ CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities, false, false);
+ CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+ pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+ maxEntitiesToFind, aEntities, false, false);
+ }
+ }
+ }
+}
+
+void
+CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList &list, const CVector &vecStartPos,
+ const CVector &vecEndPos, int16 *nIntersecting,
+ int16 maxEntitiesToFind, CEntity **aEntities, bool bIsVehicleList,
+ bool bIsPedList)
+{
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ if(pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
+ bool bIsMissionEntity = false;
+ if(bIsVehicleList)
+ bIsMissionEntity = ((CVehicle *)pEntity)->VehicleCreatedBy == MISSION_VEHICLE;
+ else if(bIsPedList)
+ bIsMissionEntity = ((CPed *)pEntity)->CharCreatedBy == MISSION_CHAR;
+ else
+ bIsMissionEntity = ((CObject *)pEntity)->ObjectCreatedBy == MISSION_OBJECT;
+ float fRadius = pEntity->GetBoundRadius();
+ const CVector &entityPos = pEntity->GetPosition();
+ if(bIsMissionEntity && fRadius + entityPos.x >= vecStartPos.x &&
+ entityPos.x - fRadius <= vecEndPos.x && fRadius + entityPos.y >= vecStartPos.y &&
+ entityPos.y - fRadius <= vecEndPos.y && fRadius + entityPos.z >= vecStartPos.z &&
+ entityPos.z - fRadius <= vecEndPos.z && *nIntersecting < maxEntitiesToFind) {
+ if(aEntities) aEntities[*nIntersecting] = pEntity;
+ ++*nIntersecting;
+ }
+ }
+ }
+}
+
+CPlayerPed *
FindPlayerPed(void)
{
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
}
-CVehicle*
+CVehicle *
FindPlayerVehicle(void)
{
CPlayerPed *ped = FindPlayerPed();
- if(ped && ped->InVehicle())
- return ped->m_pMyVehicle;
+ if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
return nil;
}
-CVehicle*
+CVehicle *
FindPlayerTrain(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
@@ -897,7 +1373,7 @@ FindPlayerTrain(void)
return nil;
}
-CEntity*
+CEntity *
FindPlayerEntity(void)
{
CPlayerPed *ped = FindPlayerPed();
@@ -917,7 +1393,7 @@ FindPlayerCoors(void)
return ped->GetPosition();
}
-CVector&
+CVector &
FindPlayerSpeed(void)
{
CPlayerPed *ped = FindPlayerPed();
@@ -927,27 +1403,22 @@ FindPlayerSpeed(void)
return ped->m_vecMoveSpeed;
}
-CVector&
+CVector &
FindPlayerCentreOfWorld(int32 player)
{
- if(CCarCtrl::bCarsGeneratedAroundCamera)
- return TheCamera.GetPosition();
- if(CWorld::Players[player].m_pRemoteVehicle)
- return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
- if(FindPlayerVehicle())
- return FindPlayerVehicle()->GetPosition();
+ if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
+ if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
+ if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return CWorld::Players[player].m_pPed->GetPosition();
}
-CVector&
+CVector &
FindPlayerCentreOfWorld_NoSniperShift(void)
{
- if(CCarCtrl::bCarsGeneratedAroundCamera)
- return TheCamera.GetPosition();
+ if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
- if(FindPlayerVehicle())
- return FindPlayerVehicle()->GetPosition();
+ if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return FindPlayerPed()->GetPosition();
}
@@ -956,19 +1427,160 @@ FindPlayerHeading(void)
{
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
- if(FindPlayerVehicle())
- return FindPlayerVehicle()->GetForward().Heading();
+ if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
return FindPlayerPed()->GetForward().Heading();
}
void
-CWorld::RemoveEntityInsteadOfProcessingIt(CEntity* ent)
+CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
+{
+ CVehiclePool *pVehiclePool = CPools::GetVehiclePool();
+ for(int32 i = 0; i < pVehiclePool->GetSize(); i++) {
+ CVehicle *pVehicle = CPools::GetVehiclePool()->GetSlot(i);
+ if(pVehicle) {
+ const CVector &position = pVehicle->GetPosition();
+ if(position.x >= x1 && position.x <= x2 && position.y >= y1 && position.y <= y2 &&
+ position.z >= z1 && position.z <= z2 && !pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
+ if(pVehicle->pDriver) {
+ CPopulation::RemovePed(pVehicle->pDriver);
+ pVehicle->pDriver = nil;
+ }
+ for(int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
+ if(pVehicle->pPassengers[j]) {
+ CPopulation::RemovePed(pVehicle->pPassengers[j]);
+ pVehicle->pPassengers[j] = nil;
+ --pVehicle->m_nNumPassengers;
+ }
+ }
+ CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
+ CWorld::Remove(pVehicle);
+ delete pVehicle;
+ }
+ }
+ }
+}
+
+void
+CWorld::ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
+{
+ CPedPool *pPedPool = CPools::GetPedPool();
+ for(int32 i = 0; i < pPedPool->GetSize(); i++) {
+ CPed *pPed = CPools::GetPedPool()->GetSlot(i);
+ if(pPed) {
+ const CVector &position = pPed->GetPosition();
+ if(!pPed->IsPlayer() && pPed->CanBeDeleted() && position.x >= x1 && position.x <= x2 &&
+ position.y >= y1 && position.y <= y2 && position.z >= z1 && position.z <= z2) {
+ CPopulation::RemovePed(pPed);
+ }
+ }
+ }
+}
+
+void
+CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
+{
+ CWorld::AdvanceCurrentScanCode();
+ float fStartX = x1 - 10.0f;
+ float fStartY = y1 - 10.0f;
+ float fEndX = x2 + 10.0f;
+ float fEndY = y2 + 10.0f;
+ const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
+ for(int32 y = nStartY; y <= nEndY; y++) {
+ for(int32 x = nStartX; x <= nEndX; x++) {
+ CSector *pSector = CWorld::GetSector(x, y);
+ CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2,
+ y2, fStartX, fStartY, fEndX, fEndY);
+ CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1,
+ y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
+ CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS], x1, y1, x2, y2);
+ CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], x1, y1, x2,
+ y2);
+ }
+ }
+}
+
+void
+CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1, float x2, float y2, float fStartX,
+ float fStartY, float fEndX, float fEndY)
+{
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CVehicle *pVehicle = (CVehicle *)pNode->item;
+ if(pVehicle->m_scanCode != GetCurrentScanCode()) {
+ pVehicle->m_scanCode = GetCurrentScanCode();
+ const CVector &vehiclePos = pVehicle->GetPosition();
+ eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
+ if(pVehicle != FindPlayerVehicle() && vehiclePos.x > fStartX && vehiclePos.x < fEndX &&
+ vehiclePos.y > fStartY && vehiclePos.y < fEndY && pVehicle->bIsLawEnforcer &&
+ (carMission == MISSION_RAMPLAYER_FARAWAY || carMission == MISSION_RAMPLAYER_CLOSE ||
+ carMission == MISSION_BLOCKPLAYER_FARAWAY || carMission == MISSION_BLOCKPLAYER_CLOSE)) {
+ pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
+ CColModel *pColModel = pVehicle->GetColModel();
+ bool bInsideSphere = false;
+ for(int32 i = 0; i < pColModel->numSpheres; i++) {
+ CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
+ float fRadius = pColModel->spheres[i].radius;
+ if(pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 &&
+ pos.y - fRadius < y2)
+ bInsideSphere = true;
+ // Maybe break the loop when bInsideSphere is set to true?
+ }
+ if(bInsideSphere) {
+ if(pVehicle->GetPosition().x <= (x1 + x2) * 0.5f)
+ pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
+ else
+ pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
+ if(pVehicle->GetPosition().y <= (y1 + y2) * 0.5f)
+ pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
+ else
+ pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
+ }
+ }
+ }
+ }
+}
+
+void
+CWorld::CallOffChaseForAreaSectorListPeds(CPtrList &list, float x1, float y1, float x2, float y2)
{
- if (ent->IsPed()) {
- if (FindPlayerPed() == ent)
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CPed *pPed = (CPed *)pNode->item;
+ const CVector &pedPos = pPed->GetPosition();
+ if(pPed->m_scanCode != GetCurrentScanCode()) {
+ pPed->m_scanCode = GetCurrentScanCode();
+ if(pPed != FindPlayerPed() && pPed->m_leader != FindPlayerPed() && pedPos.x > x1 &&
+ pedPos.x < x2 && pedPos.y > y1 && pedPos.y < y2 &&
+ (pPed->m_pedInObjective == FindPlayerPed() ||
+ pPed->m_carInObjective && pPed->m_carInObjective == FindPlayerVehicle()) &&
+ pPed->m_nPedState != PED_DEAD && pPed->m_nPedState != PED_DIE &&
+ (pPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
+ pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER ||
+ pPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
+ if(pPed->IsPedInControl()) {
+ if(pPed->m_nPedType == PEDTYPE_COP)
+ ((CCopPed *)pPed)->ClearPursuit();
+ else
+ pPed->SetIdle();
+ pPed->SetObjective(OBJECTIVE_NONE);
+ } else {
+ pPed->m_prevObjective = OBJECTIVE_NONE;
+ pPed->m_nLastPedState = PED_IDLE;
+ }
+ }
+ }
+ }
+}
+
+void
+CWorld::RemoveEntityInsteadOfProcessingIt(CEntity *ent)
+{
+ if(ent->IsPed()) {
+ if(FindPlayerPed() == ent)
Remove(ent);
else
- CPopulation::RemovePed((CPed*)ent);
+ CPopulation::RemovePed((CPed *)ent);
} else {
Remove(ent);
delete ent;
@@ -979,12 +1591,13 @@ void
CWorld::RemoveFallenPeds(void)
{
int poolSize = CPools::GetPedPool()->GetSize();
- for(int poolIndex = poolSize-1; poolIndex >= 0; poolIndex--) {
+ for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
- if (ped) {
- if (ped->GetPosition().z < MAP_Z_LOW_LIMIT) {
- if (ped->CharCreatedBy != RANDOM_CHAR || ped->IsPlayer()) {
- int closestNode = ThePaths.FindNodeClosestToCoors(ped->GetPosition(), PATH_PED, 999999.9f, false, false);
+ if(ped) {
+ if(ped->GetPosition().z < MAP_Z_LOW_LIMIT) {
+ if(ped->CharCreatedBy != RANDOM_CHAR || ped->IsPlayer()) {
+ int closestNode = ThePaths.FindNodeClosestToCoors(ped->GetPosition(), PATH_PED,
+ 999999.9f, false, false);
CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
newPos.z += 2.0f;
ped->Teleport(newPos);
@@ -1001,17 +1614,20 @@ void
CWorld::RemoveFallenCars(void)
{
int poolSize = CPools::GetVehiclePool()->GetSize();
- for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
- CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
- if (veh) {
- if (veh->GetPosition().z < MAP_Z_LOW_LIMIT) {
- if (veh->VehicleCreatedBy == MISSION_VEHICLE || veh == FindPlayerVehicle() || (veh->pDriver && veh->pDriver->IsPlayer())) {
- int closestNode = ThePaths.FindNodeClosestToCoors(veh->GetPosition(), PATH_CAR, 999999.9f, false, false);
+ for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
+ CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
+ if(veh) {
+ if(veh->GetPosition().z < MAP_Z_LOW_LIMIT) {
+ if(veh->VehicleCreatedBy == MISSION_VEHICLE || veh == FindPlayerVehicle() ||
+ (veh->pDriver && veh->pDriver->IsPlayer())) {
+ int closestNode = ThePaths.FindNodeClosestToCoors(veh->GetPosition(), PATH_CAR,
+ 999999.9f, false, false);
CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
newPos.z += 3.0f;
veh->Teleport(newPos);
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
- } else if (veh->VehicleCreatedBy == RANDOM_VEHICLE || veh->VehicleCreatedBy == PARKED_VEHICLE) {
+ } else if(veh->VehicleCreatedBy == RANDOM_VEHICLE ||
+ veh->VehicleCreatedBy == PARKED_VEHICLE) {
Remove(veh);
delete veh;
}
@@ -1024,11 +1640,10 @@ void
CWorld::StopAllLawEnforcersInTheirTracks(void)
{
int poolSize = CPools::GetVehiclePool()->GetSize();
- for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
- CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
- if (veh) {
- if (veh->bIsLawEnforcer)
- veh->SetMoveSpeed(0.0f, 0.0f, 0.0f);
+ for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
+ CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
+ if(veh) {
+ if(veh->bIsLawEnforcer) veh->SetMoveSpeed(0.0f, 0.0f, 0.0f);
}
}
}
@@ -1037,10 +1652,9 @@ void
CWorld::SetAllCarsCanBeDamaged(bool toggle)
{
int poolSize = CPools::GetVehiclePool()->GetSize();
- for (int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
+ for(int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
- if (veh)
- veh->bCanBeDamaged = toggle;
+ if(veh) veh->bCanBeDamaged = toggle;
}
}
@@ -1048,11 +1662,181 @@ void
CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
{
int poolSize = CPools::GetVehiclePool()->GetSize();
- for (int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
- CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
- if (veh) {
- if ((point - veh->GetPosition()).MagnitudeSqr() < sq(range))
- veh->ExtinguishCarFire();
+ for(int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
+ CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
+ if(veh) {
+ if((point - veh->GetPosition()).MagnitudeSqr() < sq(range)) veh->ExtinguishCarFire();
+ }
+ }
+}
+
+void
+CWorld::AddParticles(void)
+{
+ for(int32 y = 0; y < NUMSECTORS_Y; y++) {
+ for(int32 x = 0; x < NUMSECTORS_X; x++) {
+ CSector *pSector = GetSector(x, y);
+ CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_BUILDINGS]);
+ CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_DUMMIES]);
+ }
+ }
+}
+
+void
+CWorld::ShutDown(void)
+{
+ for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
+ }
+ for(int32 i = 0; i < 4; i++) {
+ for(CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ // Maybe remove from world here?
+ delete pEntity;
+ }
+ GetBigBuildingList((eLevelName)i).Flush();
+ }
+ for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ if(pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
+ sprintf(gString, "Building list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
+ }
+ if(pSector->m_lists[ENTITYLIST_DUMMIES].first) {
+ sprintf(gString, "Dummy list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
+ }
+ if(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
+ sprintf(gString, "Building overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
+ }
+ if(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
+ sprintf(gString, "Vehicle overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].Flush();
+ }
+ if(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
+ sprintf(gString, "Ped overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].Flush();
+ }
+ if(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
+ sprintf(gString, "Object overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].Flush();
+ }
+ if(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
+ sprintf(gString, "Dummy overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
+ }
+ }
+ ms_listMovingEntityPtrs.Flush();
+}
+
+void
+CWorld::ClearForRestart(void)
+{
+ if(CCutsceneMgr::HasLoaded()) CCutsceneMgr::DeleteCutsceneData();
+ CProjectileInfo::RemoveAllProjectiles();
+ CObject::DeleteAllTempObjects();
+ CObject::DeleteAllMissionObjects();
+ CPopulation::ConvertAllObjectsToDummyObjects();
+ for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for(CPtrNode *pNode = GetBigBuildingList(LEVEL_NONE).first; pNode; pNode = pNode->next) {
+ CVehicle *pVehicle = (CVehicle *)pNode->item;
+ if(pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
+ CWorld::Remove(pVehicle);
+ delete pVehicle;
+ }
+ }
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ }
+ CPools::CheckPoolsEmpty();
+}
+
+void
+CWorld::RepositionCertainDynamicObjects()
+{
+ int32 i = CPools::GetDummyPool()->GetSize();
+ while(--i >= 0) {
+ CDummy *dummy = CPools::GetDummyPool()->GetSlot(i);
+ if(dummy) { RepositionOneObject(dummy); }
+ }
+}
+
+void
+CWorld::RepositionOneObject(CEntity *pEntity)
+{
+ int16 modelId = pEntity->m_modelIndex;
+ if(modelId == MI_SINGLESTREETLIGHTS1 || modelId == MI_SINGLESTREETLIGHTS2 ||
+ modelId == MI_SINGLESTREETLIGHTS3 || modelId == MI_DOUBLESTREETLIGHTS || modelId == MI_TREE1 ||
+ modelId == MI_TREE2 || modelId == MI_TREE3 || modelId == MI_TREE4 || modelId == MI_TREE5 ||
+ modelId == MI_TREE6 || modelId == MI_TREE7 || modelId == MI_TREE8 || modelId == MI_TREE9 ||
+ modelId == MI_TREE10 || modelId == MI_TREE11 || modelId == MI_TREE12 || modelId == MI_TREE13 ||
+ modelId == MI_TREE14 || modelId == MI_TRAFFICLIGHTS || modelId == MI_PARKINGMETER ||
+ modelId == MI_PHONEBOOTH1 || modelId == MI_WASTEBIN || modelId == MI_BIN || modelId == MI_POSTBOX1 ||
+ modelId == MI_NEWSSTAND || modelId == MI_TRAFFICCONE || modelId == MI_DUMP1 ||
+ modelId == MI_ROADWORKBARRIER1 || modelId == MI_BUSSIGN1 || modelId == MI_NOPARKINGSIGN1 ||
+ modelId == MI_PHONESIGN || modelId == MI_TAXISIGN || modelId == MI_FISHSTALL01 ||
+ modelId == MI_FISHSTALL02 || modelId == MI_FISHSTALL03 || modelId == MI_FISHSTALL04 ||
+ modelId == MI_BAGELSTAND2 || modelId == MI_FIRE_HYDRANT || modelId == MI_BOLLARDLIGHT ||
+ modelId == MI_PARKTABLE) {
+ CVector &position = pEntity->GetPosition();
+ float fBoundingBoxMinZ = pEntity->GetColModel()->boundingBox.min.z;
+ position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y,
+ position.z + OBJECT_REPOSITION_OFFSET_Z, nil) -
+ fBoundingBoxMinZ;
+ pEntity->m_matrix.UpdateRW();
+ pEntity->UpdateRwFrame();
+ } else if(modelId == MI_BUOY) {
+ float fWaterLevel = 0.0f;
+ bool bFound = true;
+ const CVector &position = pEntity->GetPosition();
+ float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y,
+ position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound);
+ if(CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z,
+ &fWaterLevel)) {
+ if(!bFound || fWaterLevel > fGroundZ) {
+ CColModel *pColModel = pEntity->GetColModel();
+ float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z;
+ pEntity->GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
+ }
}
}
}
@@ -1061,28 +1845,72 @@ void
CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
{
int poolSize = CPools::GetVehiclePool()->GetSize();
- for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
+ for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
- if (veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
- if (Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius && Abs(veh->GetPosition().y - y) < radius)
- gFireManager.StartFire(veh, reason, 0.8f, true);
+ if(veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
+ if(Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius &&
+ Abs(veh->GetPosition().y - y) < radius)
+ gFireManager.StartFire(veh, reason, 0.8f, true);
}
}
}
void
+CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity *reason)
+{
+ int32 poolSize = CPools::GetPedPool()->GetSize();
+ for(int32 i = poolSize - 1; i >= 0; i--) {
+ CPed *pPed = CPools::GetPedPool()->GetSlot(i);
+ if(pPed && pPed->m_nPedState != PED_DEAD && !pPed->bInVehicle && !pPed->m_pFire && !pPed->bFireProof) {
+ if(Abs(pPed->GetPosition().z - z) < 5.0f && Abs(pPed->GetPosition().x - x) < radius &&
+ Abs(pPed->GetPosition().y - y) < radius)
+ gFireManager.StartFire(pPed, reason, 0.8f, true);
+ }
+ }
+}
+
+void
+CWorld::RemoveStaticObjects()
+{
+ for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity *)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
+ }
+}
+
+void
CWorld::Process(void)
{
- if (!(CTimer::GetFrameCounter() & 63))
- CReferences::PruneAllReferencesInWorld();
+ if(!(CTimer::GetFrameCounter() & 63)) CReferences::PruneAllReferencesInWorld();
- if (bProcessCutsceneOnly) {
- for (int i = 0; i < NUMCUTSCENEOBJECTS; i++) {
+ if(bProcessCutsceneOnly) {
+ for(int i = 0; i < NUMCUTSCENEOBJECTS; i++) {
CCutsceneObject *csObj = CCutsceneMgr::GetCutsceneObject(i);
- if (csObj && csObj->m_entryInfoList.first) {
- if (csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP
- && RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
- RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), 0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep()));
+ if(csObj && csObj->m_entryInfoList.first) {
+ if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
+ RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
+ RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
+ 0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT
+ ? CTimer::GetTimeStepNonClipped()
+ : CTimer::GetTimeStep()));
}
csObj->ProcessControl();
csObj->ProcessCollision();
@@ -1093,102 +1921,98 @@ CWorld::Process(void)
CRecordDataForChase::ProcessControlCars();
CRecordDataForChase::SaveOrRetrieveCarPositions();
} else {
- for (CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CEntity *movingEnt = (CEntity*)node->item;
- if (movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP
- && RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
- RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), 0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep()));
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CEntity *movingEnt = (CEntity *)node->item;
+ if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
+ RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
+ RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
+ 0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT
+ ? CTimer::GetTimeStepNonClipped()
+ : CTimer::GetTimeStep()));
}
}
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CPhysical* movingEnt = (CPhysical*)node->item;
- if (movingEnt->bRemoveFromWorld) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CPhysical *movingEnt = (CPhysical *)node->item;
+ if(movingEnt->bRemoveFromWorld) {
RemoveEntityInsteadOfProcessingIt(movingEnt);
} else {
movingEnt->ProcessControl();
- if (movingEnt->bIsStatic) {
- movingEnt->RemoveFromMovingList();
- }
+ if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
}
}
bForceProcessControl = true;
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CPhysical* movingEnt = (CPhysical*)node->item;
- if (movingEnt->bWasPostponed) {
- if (movingEnt->bRemoveFromWorld) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CPhysical *movingEnt = (CPhysical *)node->item;
+ if(movingEnt->bWasPostponed) {
+ if(movingEnt->bRemoveFromWorld) {
RemoveEntityInsteadOfProcessingIt(movingEnt);
} else {
movingEnt->ProcessControl();
- if (movingEnt->bIsStatic) {
- movingEnt->RemoveFromMovingList();
- }
+ if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
}
}
}
bForceProcessControl = false;
- if (CReplay::IsPlayingBack()) {
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CEntity* movingEnt = (CEntity*)node->item;
+ if(CReplay::IsPlayingBack()) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CEntity *movingEnt = (CEntity *)node->item;
movingEnt->bIsInSafePosition = true;
movingEnt->GetMatrix().UpdateRW();
movingEnt->UpdateRwFrame();
}
} else {
bNoMoreCollisionTorque = false;
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CEntity* movingEnt = (CEntity*)node->item;
- if (!movingEnt->bIsInSafePosition) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CEntity *movingEnt = (CEntity *)node->item;
+ if(!movingEnt->bIsInSafePosition) {
movingEnt->ProcessCollision();
movingEnt->GetMatrix().UpdateRW();
movingEnt->UpdateRwFrame();
}
}
bNoMoreCollisionTorque = true;
- for (int i = 0; i < 4; i++) {
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CEntity* movingEnt = (CEntity*)node->item;
- if (!movingEnt->bIsInSafePosition) {
+ for(int i = 0; i < 4; i++) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CEntity *movingEnt = (CEntity *)node->item;
+ if(!movingEnt->bIsInSafePosition) {
movingEnt->ProcessCollision();
movingEnt->GetMatrix().UpdateRW();
movingEnt->UpdateRwFrame();
}
}
}
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CEntity* movingEnt = (CEntity*)node->item;
- if (!movingEnt->bIsInSafePosition) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CEntity *movingEnt = (CEntity *)node->item;
+ if(!movingEnt->bIsInSafePosition) {
movingEnt->bIsStuck = true;
movingEnt->ProcessCollision();
movingEnt->GetMatrix().UpdateRW();
movingEnt->UpdateRwFrame();
- if (!movingEnt->bIsInSafePosition) {
- movingEnt->bIsStuck = true;
- }
+ if(!movingEnt->bIsInSafePosition) { movingEnt->bIsStuck = true; }
}
}
bSecondShift = false;
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CEntity* movingEnt = (CEntity*)node->item;
- if (!movingEnt->bIsInSafePosition) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CEntity *movingEnt = (CEntity *)node->item;
+ if(!movingEnt->bIsInSafePosition) {
movingEnt->ProcessShift();
movingEnt->GetMatrix().UpdateRW();
movingEnt->UpdateRwFrame();
- if (!movingEnt->bIsInSafePosition) {
- movingEnt->bIsStuck = true;
- }
+ if(!movingEnt->bIsInSafePosition) { movingEnt->bIsStuck = true; }
}
}
bSecondShift = true;
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CPhysical* movingEnt = (CPhysical*)node->item;
- if (!movingEnt->bIsInSafePosition) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CPhysical *movingEnt = (CPhysical *)node->item;
+ if(!movingEnt->bIsInSafePosition) {
movingEnt->ProcessShift();
movingEnt->GetMatrix().UpdateRW();
movingEnt->UpdateRwFrame();
- if (!movingEnt->bIsInSafePosition) {
+ if(!movingEnt->bIsInSafePosition) {
movingEnt->bIsStuck = true;
- if (movingEnt->m_status == STATUS_PLAYER) {
- printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->m_modelIndex);
+ if(movingEnt->m_status == STATUS_PLAYER) {
+ printf("STUCK: Final Step: Player Entity %d Is Stuck\n",
+ movingEnt->m_modelIndex);
movingEnt->m_vecMoveSpeed *= 0.3f;
movingEnt->ApplyMoveSpeed();
movingEnt->ApplyTurnSpeed();
@@ -1197,35 +2021,28 @@ CWorld::Process(void)
}
}
}
- for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
- CPed* movingPed = (CPed*)node->item;
- if (movingPed->IsPed()) {
- if (movingPed->bInVehicle && movingPed->m_nPedState != PED_EXIT_TRAIN || movingPed->EnteringCar()) {
+ for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+ CPed *movingPed = (CPed *)node->item;
+ if(movingPed->IsPed()) {
+ if(movingPed->bInVehicle && movingPed->m_nPedState != PED_EXIT_TRAIN ||
+ movingPed->EnteringCar()) {
CVehicle *movingCar = movingPed->m_pMyVehicle;
- if (movingCar) {
- if (movingCar->IsTrain()) {
+ if(movingCar) {
+ if(movingCar->IsTrain()) {
movingPed->SetPedPositionInTrain();
} else {
- switch (movingPed->m_nPedState) {
- case PED_ENTER_CAR:
- case PED_CARJACK:
- movingPed->EnterCar();
- break;
- case PED_DRAG_FROM_CAR:
+ switch(movingPed->m_nPedState) {
+ case PED_ENTER_CAR:
+ case PED_CARJACK: movingPed->EnterCar(); break;
+ case PED_DRAG_FROM_CAR: movingPed->BeingDraggedFromCar(); break;
+ case PED_EXIT_CAR: movingPed->ExitCar(); break;
+ case PED_ARRESTED:
+ if(movingPed->m_nLastPedState == PED_DRAG_FROM_CAR) {
movingPed->BeingDraggedFromCar();
break;
- case PED_EXIT_CAR:
- movingPed->ExitCar();
- break;
- case PED_ARRESTED:
- if (movingPed->m_nLastPedState == PED_DRAG_FROM_CAR) {
- movingPed->BeingDraggedFromCar();
- break;
- }
- // fall through
- default:
- movingPed->SetPedPositionInCar();
- break;
+ }
+ // fall through
+ default: movingPed->SetPedPositionInCar(); break;
}
}
movingPed->GetMatrix().UpdateRW();
@@ -1240,39 +2057,161 @@ CWorld::Process(void)
CMessages::Process();
Players[PlayerInFocus].Process();
CRecordDataForChase::SaveOrRetrieveCarPositions();
- if ((CTimer::GetFrameCounter() & 7) == 1) {
+ if((CTimer::GetFrameCounter() & 7) == 1) {
RemoveFallenPeds();
- } else if ((CTimer::GetFrameCounter() & 7) == 5) {
+ } else if((CTimer::GetFrameCounter() & 7) == 5) {
RemoveFallenCars();
}
}
}
-STARTPATCHES
- InjectHook(0x4AE930, CWorld::Add, PATCH_JUMP);
- InjectHook(0x4AE9D0, CWorld::Remove, PATCH_JUMP);
- InjectHook(0x4B1F60, CWorld::ClearScanCodes, PATCH_JUMP);
- InjectHook(0x4AF970, CWorld::ProcessLineOfSight, PATCH_JUMP);
- InjectHook(0x4B0A80, CWorld::ProcessLineOfSightSector, PATCH_JUMP);
- InjectHook(0x4B0C70, CWorld::ProcessLineOfSightSectorList, PATCH_JUMP);
- InjectHook(0x4B0DE0, CWorld::ProcessVerticalLine, PATCH_JUMP);
- InjectHook(0x4B0EF0, CWorld::ProcessVerticalLineSector, PATCH_JUMP);
- InjectHook(0x4B1090, CWorld::ProcessVerticalLineSectorList, PATCH_JUMP);
- InjectHook(0x4AEAA0, CWorld::GetIsLineOfSightClear, PATCH_JUMP);
- InjectHook(0x4B2000, CWorld::GetIsLineOfSightSectorClear, PATCH_JUMP);
- InjectHook(0x4B2160, CWorld::GetIsLineOfSightSectorListClear, PATCH_JUMP);
-
- InjectHook(0x4B2200, CWorld::FindObjectsInRange, PATCH_JUMP);
- InjectHook(0x4B2540, CWorld::FindObjectsInRangeSectorList, PATCH_JUMP);
- InjectHook(0x4B4AC0, CWorld::TestSphereAgainstSectorList, PATCH_JUMP);
- InjectHook(0x4B4710, CWorld::TestSphereAgainstWorld, PATCH_JUMP);
- InjectHook(0x4B3A80, CWorld::FindGroundZForCoord, PATCH_JUMP);
- InjectHook(0x4B3AE0, CWorld::FindGroundZFor3DCoord, PATCH_JUMP);
- InjectHook(0x4B3B50, CWorld::FindRoofZFor3DCoord, PATCH_JUMP);
-
- InjectHook(0x4B5BC0, CWorld::StopAllLawEnforcersInTheirTracks, PATCH_JUMP);
- InjectHook(0x4B53F0, CWorld::SetAllCarsCanBeDamaged, PATCH_JUMP);
- InjectHook(0x4B5460, CWorld::ExtinguishAllCarFiresInArea, PATCH_JUMP);
-
- InjectHook(0x4B1A60, CWorld::Process, PATCH_JUMP);
-ENDPATCHES
+void
+CWorld::TriggerExplosion(const CVector &position, float fRadius, float fPower, CEntity *pCreator,
+ bool bProcessVehicleBombTimer)
+{
+ CVector2D vecStartPos(position.x - fRadius, position.y - fRadius);
+ CVector2D vecEndPos(position.x + fRadius, position.y + fRadius);
+ const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
+ for(int32 y = nStartY; y <= nEndY; y++) {
+ for(int32 x = nStartX; x <= nEndX; x++) {
+ CSector *pSector = CWorld::GetSector(x, y);
+ CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius,
+ fPower, pCreator, bProcessVehicleBombTimer);
+ CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower,
+ pCreator, bProcessVehicleBombTimer);
+ CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius,
+ fPower, pCreator, bProcessVehicleBombTimer);
+ }
+ }
+}
+
+void
+CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, float fRadius, float fPower,
+ CEntity *pCreator, bool bProcessVehicleBombTimer)
+{
+ for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+ CPhysical *pEntity = (CPhysical *)pNode->item;
+ CVector vecDistance = pEntity->GetPosition() - position;
+ float fMagnitude = vecDistance.Magnitude();
+ if(fRadius > fMagnitude) {
+ CWeapon::BlowUpExplosiveThings(pEntity);
+ CPed *pPed = (CPed *)pEntity;
+ CObject *pObject = (CObject *)pEntity;
+ CVehicle *pVehicle = (CVehicle *)pEntity;
+ if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
+ if(pEntity->bIsStatic) {
+ if(pEntity->IsObject()) {
+ if(fPower > pObject->m_fUprootLimit || IsFence(pObject->m_modelIndex)) {
+ if(IsGlass(pObject->m_modelIndex)) {
+ CGlass::WindowRespondsToExplosion(pObject, position);
+ } else {
+ pObject->bIsStatic = false;
+ pObject->AddToMovingList();
+ int16 modelId = pEntity->m_modelIndex;
+ if(modelId != MI_FIRE_HYDRANT ||
+ pObject->bHasBeenDamaged) {
+ if(pEntity->IsObject() &&
+ modelId != MI_EXPLODINGBARREL &&
+ modelId != MI_PETROLPUMP)
+ pObject->bHasBeenDamaged = true;
+ } else {
+ CVector pos = pEntity->GetPosition();
+ pos.z -= 0.5f;
+ CParticleObject::AddObject(POBJECT_FIRE_HYDRANT,
+ pos, true);
+ pObject->bHasBeenDamaged = true;
+ }
+ }
+ }
+ if(pEntity->bIsStatic) {
+ float fDamageMultiplier =
+ (fRadius - fMagnitude) * 2.0f / fRadius;
+ float fDamage = 300.0f * min(fDamageMultiplier, 1.0f);
+ pObject->ObjectDamage(fDamage);
+ }
+ } else {
+ pEntity->bIsStatic = false;
+ pEntity->AddToMovingList();
+ }
+ }
+ if(!pEntity->bIsStatic) {
+ float fDamageMultiplier = min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f);
+ CVector vecForceDir =
+ vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier /
+ max(fMagnitude, 0.01f));
+ vecForceDir.z = max(vecForceDir.z, 0.0f);
+ if(pEntity == FindPlayerPed()) vecForceDir.z = min(vecForceDir.z, 1.0f);
+ pEntity->ApplyMoveForce(vecForceDir);
+ if(!pEntity->bPedPhysics) {
+ float fBoundRadius = pEntity->GetBoundRadius();
+ float fDistanceZ = position.z - pEntity->GetPosition().z;
+ float fPointZ = fBoundRadius;
+ if(max(fDistanceZ, -fBoundRadius) < fBoundRadius) {
+ if(fDistanceZ <= -fBoundRadius)
+ fPointZ = -fBoundRadius;
+ else
+ fPointZ = fDistanceZ;
+ }
+ pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z,
+ 0.0f, 0.0f, fPointZ);
+ }
+ switch(pEntity->m_type) {
+ case ENTITY_TYPE_VEHICLE:
+ if(pEntity->m_status == STATUS_SIMPLE) {
+ pEntity->m_status = STATUS_PHYSICS;
+ CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
+ }
+ pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION,
+ 1100.0f * fDamageMultiplier);
+ if(bProcessVehicleBombTimer) {
+ if(pVehicle->m_nBombTimer) pVehicle->m_nBombTimer /= 10;
+ }
+ break;
+ case ENTITY_TYPE_PED: {
+ int8 direction = pPed->GetLocalDirection(-vecForceDir);
+ pPed->bIsStanding = false;
+ pPed->ApplyMoveForce(0.0, 0.0, 2.0f);
+ float fDamage = 250.0f * fDamageMultiplier;
+ pPed->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION, fDamage,
+ PEDPIECE_TORSO, direction);
+ if(pPed->m_nPedState != PED_DIE)
+ pPed->SetFall(2000,
+ (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
+ if(pCreator && pCreator->IsPed()) {
+ eEventType eventType = EVENT_SHOOT_PED;
+ if(pPed->m_nPedType == PEDTYPE_COP) eventType = EVENT_SHOOT_COP;
+ CEventList::RegisterEvent(eventType, EVENT_ENTITY_PED, pEntity,
+ (CPed *)pCreator, 10000);
+ pPed->RegisterThreatWithGangPeds(pCreator);
+ }
+ break;
+ }
+ case ENTITY_TYPE_OBJECT:
+ pObject->ObjectDamage(300.0f * fDamageMultiplier);
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CWorld::UseDetonator(CEntity *pEntity)
+{
+ int32 i = CPools::GetVehiclePool()->GetSize();
+ while(--i >= 0) {
+ CAutomobile *pVehicle = (CAutomobile *)CPools::GetVehiclePool()->GetSlot(i);
+ if(pVehicle && !pVehicle->m_vehType && pVehicle->m_bombType == CARBOMB_REMOTE &&
+ pVehicle->m_pBombRigger == pEntity) {
+ pVehicle->m_bombType = CARBOMB_NONE;
+ pVehicle->m_nBombTimer = 500;
+ pVehicle->m_pBlowUpEntity = pVehicle->m_pBombRigger;
+ if(pVehicle->m_pBlowUpEntity)
+ pVehicle->m_pBlowUpEntity->RegisterReference(&pVehicle->m_pBlowUpEntity);
+ }
+ }
+}