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-rw-r--r--src/core/World.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp
index a9571c8b..02c0e2f6 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -30,7 +30,7 @@
#include "ParticleObject.h"
#include "EventList.h"
-#define OBJECT_REPOSITION_OFFSET_Z 0.2f
+#define OBJECT_REPOSITION_OFFSET_Z 2.0f
CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
@@ -738,9 +738,9 @@ CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const
pEntity->m_scanCode = ms_nCurrentScanCode;
float fMagnitude = 0.0f;
if (bCheck2DOnly)
- fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
+ fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr2D();
else
- fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
+ fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr();
if (fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
if (aEntities)
aEntities[*nEntitiesFound] = pEntity;
@@ -1044,9 +1044,9 @@ CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& posit
pEntity->m_scanCode = ms_nCurrentScanCode;
float fMagnitude = 0.0f;
if (bCheck2DOnly)
- fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
+ fMagnitude = (position - pEntity->GetPosition()).Magnitude2D();
else
- fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
+ fMagnitude = (position - pEntity->GetPosition()).Magnitude();
if (pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
if (aEntities)
aEntities[*nCollidingEntities] = pEntity;
@@ -1162,7 +1162,7 @@ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, cons
if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
CColSphere sphere;
- CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
+ CVector vecDistance = pEntity->GetPosition() - position;
sphere.radius = pEntity->GetBoundRadius();
sphere.center = Multiply3x3(vecDistance, matrix);
if (CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
@@ -1226,7 +1226,7 @@ CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVec
fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
*nIntersecting < maxEntitiesToFind) {
if (aEntities)
- aEntities[*nIntersecting] = (CEntity*)pEntity;
+ aEntities[*nIntersecting] = pEntity;
++*nIntersecting;
}
}
@@ -1402,7 +1402,7 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1
CVehicle *pVehicle = (CVehicle*)pNode->item;
if (pVehicle->m_scanCode != CWorld::ms_nCurrentScanCode) {
pVehicle->m_scanCode = CWorld::ms_nCurrentScanCode;
- const CVector& vehiclePos = pVehicle->m_matrix.GetPosition();
+ const CVector& vehiclePos = pVehicle->GetPosition();
eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
if (pVehicle != FindPlayerVehicle() &&
vehiclePos.x > fStartX && vehiclePos.x < fEndX &&
@@ -1422,11 +1422,11 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1
// Maybe break the loop when bInsideSphere is set to true?
}
if (bInsideSphere) {
- if (pVehicle->m_matrix.GetPosition().x <= (x1 + x2) * 0.5f)
+ 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->m_matrix.GetPosition().y <= (y1 + y2) * 0.5f)
+ 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);
@@ -1573,8 +1573,8 @@ 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::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_BUILDINGS]);
- CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_DUMMIES]);
+ CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_BUILDINGS]);
+ CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_DUMMIES]);
}
}
}
@@ -1605,7 +1605,7 @@ CWorld::ShutDown(void)
}
pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
while (pNode) {
- CEntity* pEntity = (CEntity*)pNode->item;
+ CEntity *pEntity = (CEntity*)pNode->item;
if (pEntity) {
CWorld::Remove(pEntity);
delete pEntity;
@@ -1614,7 +1614,7 @@ CWorld::ShutDown(void)
}
pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
while (pNode) {
- CEntity* pEntity = (CEntity*)pNode->item;
+ CEntity *pEntity = (CEntity*)pNode->item;
if (pEntity) {
CWorld::Remove(pEntity);
delete pEntity;
@@ -1623,7 +1623,7 @@ CWorld::ShutDown(void)
}
pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
while (pNode) {
- CEntity* pEntity = (CEntity*)pNode->item;
+ CEntity *pEntity = (CEntity*)pNode->item;
if (pEntity) {
CWorld::Remove(pEntity);
delete pEntity;
@@ -1637,9 +1637,9 @@ CWorld::ShutDown(void)
}
}
for (int32 i = 0; i < 4; i ++) {
- CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first;
+ CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first;
while (pNode) {
- CEntity* pEntity = (CEntity*)pNode->item;
+ CEntity *pEntity = (CEntity*)pNode->item;
if (pEntity) {
// Maybe remove from world here?
delete pEntity;
@@ -1650,7 +1650,7 @@ CWorld::ShutDown(void)
}
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
for (int32 x = 0; x < NUMSECTORS_X; x++) {
- CSector* pSector = GetSector(x, y);
+ CSector *pSector = GetSector(x, y);
if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
sprintf(gString, "Building list %d,%d not empty\n", x, y);
pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
@@ -1784,7 +1784,7 @@ CWorld::RepositionOneObject(CEntity* pEntity)
|| modelId == MI_FIRE_HYDRANT
|| modelId == MI_BOLLARDLIGHT
|| modelId == MI_PARKTABLE) {
- CVector& position = pEntity->m_matrix.GetPosition();
+ 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();
@@ -1792,13 +1792,13 @@ CWorld::RepositionOneObject(CEntity* pEntity)
} else if (modelId == MI_BUOY) {
float fWaterLevel = 0.0f;
bool bFound = true;
- const CVector& position = pEntity->m_matrix.GetPosition();
+ 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->m_matrix.GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
+ pEntity->GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
}
}
}
@@ -2075,7 +2075,7 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
CPtrNode* pNode = list.first;
while (pNode) {
CPhysical* pEntity = (CPhysical*)pNode->item;
- CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
+ CVector vecDistance = pEntity->GetPosition() - position;
float fMagnitude = vecDistance.Magnitude();
if (fRadius > fMagnitude) {
CWeapon::BlowUpExplosiveThings(pEntity);
@@ -2096,7 +2096,7 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
if (pEntity->IsObject() && modelId != MI_EXPLODINGBARREL && modelId != MI_PETROLPUMP)
pObject->bHasBeenDamaged = true;
} else {
- CVector pos = pEntity->m_matrix.GetPosition();
+ CVector pos = pEntity->GetPosition();
pos.z -= 0.5f;
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, pos, true);
pObject->bHasBeenDamaged = true;
@@ -2122,7 +2122,7 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
pEntity->ApplyMoveForce(vecForceDir);
if (!pEntity->bPedPhysics) {
float fBoundRadius = pEntity->GetBoundRadius();
- float fDistanceZ = position.z - pEntity->m_matrix.GetPosition().z;
+ float fDistanceZ = position.z - pEntity->GetPosition().z;
float fPointZ = fBoundRadius;
if (max(fDistanceZ, -fBoundRadius) < fBoundRadius)
{