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d0f5464200
# Conflicts: # src/control/CarAI.cpp # src/control/Phones.cpp # src/control/Phones.h # src/control/Record.cpp # src/control/Restart.cpp # src/control/Script.cpp # src/core/Collision.cpp # src/core/Frontend.cpp # src/core/Frontend.h # src/core/Game.h # src/core/Streaming.cpp # src/core/TempColModels.cpp # src/core/Wanted.cpp # src/core/Zones.cpp # src/core/config.h # src/core/main.cpp # src/core/re3.cpp # src/entities/Entity.cpp # src/entities/Physical.cpp # src/extras/frontendoption.cpp # src/modelinfo/ModelInfo.cpp # src/modelinfo/PedModelInfo.cpp # src/peds/CivilianPed.cpp # src/peds/CopPed.cpp # src/peds/EmergencyPed.cpp # src/peds/Ped.cpp # src/peds/Ped.h # src/peds/Population.cpp # src/render/Renderer.cpp # src/save/GenericGameStorage.cpp # src/skel/win/win.cpp # src/vehicles/Automobile.cpp # src/vehicles/Boat.cpp # src/vehicles/Boat.h # src/vehicles/Vehicle.cpp
2292 lines
85 KiB
C++
2292 lines
85 KiB
C++
#include "common.h"
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#include "Camera.h"
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#include "CarCtrl.h"
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#include "CopPed.h"
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#include "CutsceneMgr.h"
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#include "DMAudio.h"
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#include "Entity.h"
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#include "EventList.h"
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#include "Explosion.h"
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#include "Fire.h"
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#include "Garages.h"
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#include "Glass.h"
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#include "Messages.h"
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#include "ModelIndices.h"
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#include "Object.h"
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#include "ParticleObject.h"
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#include "Ped.h"
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#include "PlayerPed.h"
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#include "Population.h"
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#include "ProjectileInfo.h"
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#include "Record.h"
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#include "References.h"
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#include "Replay.h"
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#include "RpAnimBlend.h"
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#include "Shadows.h"
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#include "TempColModels.h"
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#include "Vehicle.h"
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#include "WaterLevel.h"
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#include "World.h"
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#define OBJECT_REPOSITION_OFFSET_Z 2.0f
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CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
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CPtrList CWorld::ms_bigBuildingsList[4];
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CPtrList CWorld::ms_listMovingEntityPtrs;
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CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
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uint16 CWorld::ms_nCurrentScanCode;
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uint8 CWorld::PlayerInFocus;
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CPlayerInfo CWorld::Players[NUMPLAYERS];
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bool CWorld::bNoMoreCollisionTorque;
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CEntity *CWorld::pIgnoreEntity;
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bool CWorld::bIncludeDeadPeds;
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bool CWorld::bSecondShift;
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bool CWorld::bForceProcessControl;
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bool CWorld::bProcessCutsceneOnly;
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bool CWorld::bDoingCarCollisions;
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bool CWorld::bIncludeCarTyres;
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CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS];
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void
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CWorld::Initialise()
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{
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pIgnoreEntity = nil;
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bDoingCarCollisions = false;
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bSecondShift = false;
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bNoMoreCollisionTorque = false;
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bProcessCutsceneOnly = false;
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bIncludeDeadPeds = false;
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bForceProcessControl = false;
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bIncludeCarTyres = false;
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}
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void
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CWorld::Add(CEntity *ent)
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{
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if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, true);
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if(ent->bIsBIGBuilding)
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ms_bigBuildingsList[ent->m_level].InsertItem(ent);
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else
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ent->Add();
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if(ent->IsBuilding() || ent->IsDummy()) return;
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if(!ent->IsStatic()) ((CPhysical *)ent)->AddToMovingList();
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}
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void
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CWorld::Remove(CEntity *ent)
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{
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if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, false);
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if(ent->bIsBIGBuilding)
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ms_bigBuildingsList[ent->m_level].RemoveItem(ent);
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else
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ent->Remove();
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if(ent->IsBuilding() || ent->IsDummy()) return;
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if(!ent->IsStatic()) ((CPhysical *)ent)->RemoveFromMovingList();
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}
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void
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CWorld::ClearScanCodes(void)
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{
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CPtrNode *node;
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for(int i = 0; i < NUMSECTORS_Y; i++)
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for(int j = 0; j < NUMSECTORS_X; j++) {
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CSector *s = &ms_aSectors[i][j];
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for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
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((CEntity *)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
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((CEntity *)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
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((CEntity *)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
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((CEntity *)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
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((CEntity *)node->item)->m_scanCode = 0;
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}
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}
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void
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CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows)
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{
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CPedPool *pedPool = CPools::GetPedPool();
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for(int32 i = 0; i < pedPool->GetSize(); i++) {
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CPed *pPed = pedPool->GetSlot(i);
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if(pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() &&
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CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < SQR(radius)) {
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CPopulation::RemovePed(pPed);
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}
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}
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CVehiclePool *VehiclePool = CPools::GetVehiclePool();
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for(int32 i = 0; i < VehiclePool->GetSize(); i++) {
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CVehicle *pVehicle = VehiclePool->GetSlot(i);
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if(pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < SQR(radius) &&
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!pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
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if(pVehicle->pDriver) {
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CPopulation::RemovePed(pVehicle->pDriver);
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pVehicle->pDriver = nil;
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}
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for(int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
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if(pVehicle->pPassengers[j]) {
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CPopulation::RemovePed(pVehicle->pPassengers[j]);
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pVehicle->pPassengers[j] = nil;
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--pVehicle->m_nNumPassengers;
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}
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}
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CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
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CWorld::Remove(pVehicle);
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delete pVehicle;
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}
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}
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CObject::DeleteAllTempObjectsInArea(pos, radius);
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gFireManager.ExtinguishPoint(pos, radius);
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CWorld::ExtinguishAllCarFiresInArea(pos, radius);
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CExplosion::RemoveAllExplosionsInArea(pos, radius);
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if(bRemoveProjectilesAndTidyUpShadows) {
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CProjectileInfo::RemoveAllProjectiles();
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CShadows::TidyUpShadows();
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}
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}
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bool
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CWorld::CameraToIgnoreThisObject(CEntity *ent)
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{
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if(CGarages::IsModelIndexADoor(ent->GetModelIndex())) return false;
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return ((CObject *)ent)->m_bCameraToAvoidThisObject != 1;
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}
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bool
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CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity,
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bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
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bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
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{
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int x, xstart, xend;
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int y, ystart, yend;
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int y1, y2;
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float dist;
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AdvanceCurrentScanCode();
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entity = nil;
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dist = 1.0f;
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xstart = GetSectorIndexX(point1.x);
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ystart = GetSectorIndexY(point1.y);
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xend = GetSectorIndexX(point2.x);
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yend = GetSectorIndexY(point2.y);
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#define LOSARGS \
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CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, \
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checkDummies, ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough
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if(xstart == xend && ystart == yend) {
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// Only one sector
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return ProcessLineOfSightSector(*GetSector(xstart, ystart), LOSARGS);
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} else if(xstart == xend) {
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// Only step in y
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if(ystart < yend)
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for(y = ystart; y <= yend; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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else
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for(y = ystart; y >= yend; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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return dist < 1.0f;
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} else if(ystart == yend) {
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// Only step in x
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if(xstart < xend)
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for(x = xstart; x <= xend; x++) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
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else
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for(x = xstart; x >= xend; x--) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
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return dist < 1.0f;
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} else {
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if(point1.x < point2.x) {
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// Step from left to right
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float m = (point2.y - point1.y) / (point2.x - point1.x);
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y1 = ystart;
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y2 = GetSectorIndexY((GetWorldX(xstart + 1) - point1.x) * m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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for(x = xstart + 1; x < xend; x++) {
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y1 = y2;
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y2 = GetSectorIndexY((GetWorldX(x + 1) - point1.x) * m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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}
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y1 = y2;
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y2 = yend;
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if(y1 < y2)
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for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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} else {
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// Step from right to left
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float m = (point2.y - point1.y) / (point2.x - point1.x);
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y1 = ystart;
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y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x) * m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
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for(x = xstart - 1; x > xend; x--) {
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y1 = y2;
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y2 = GetSectorIndexY((GetWorldX(x) - point1.x) * m + point1.y);
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if(y1 < y2)
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for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
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}
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y1 = y2;
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y2 = yend;
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if(y1 < y2)
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for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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else
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for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
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}
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return dist < 1.0f;
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}
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#undef LOSARGS
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}
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bool
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CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity,
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bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
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bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
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{
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float mindist = dist;
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bool deadPeds = !!bIncludeDeadPeds;
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bIncludeDeadPeds = false;
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if(checkBuildings) {
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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}
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if(checkVehicles) {
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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}
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if(checkPeds) {
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if(deadPeds) bIncludeDeadPeds = true;
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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bIncludeDeadPeds = false;
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}
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if(checkObjects) {
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity,
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ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough);
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}
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if(checkDummies) {
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, false, ignoreShootThrough);
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}
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bIncludeDeadPeds = deadPeds;
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if(mindist < dist) {
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dist = mindist;
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return true;
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} else
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return false;
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}
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bool
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CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
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CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
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{
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bool deadPeds = false;
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float mindist = dist;
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CPtrNode *node;
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CEntity *e;
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CColModel *colmodel;
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if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true;
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for(node = list.first; node; node = node->next) {
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e = (CEntity *)node->item;
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if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds) &&
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!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
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colmodel = nil;
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e->m_scanCode = GetCurrentScanCode();
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if(e->IsPed()) {
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if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) {
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colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump());
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} else
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colmodel = nil;
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} else if(e->bUsesCollision)
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist,
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ignoreSeeThrough, ignoreShootThrough))
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entity = e;
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}
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}
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if(mindist < dist) {
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dist = mindist;
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return true;
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} else
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return false;
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}
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bool
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CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings,
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bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies,
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bool ignoreSeeThrough, CStoredCollPoly *poly)
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{
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AdvanceCurrentScanCode();
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CVector point2(point1.x, point1.y, z2);
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int secX = GetSectorIndexX(point1.x);
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int secY = GetSectorIndexY(point1.y);
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secX = clamp(secX, 0, NUMSECTORS_X-1);
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secY = clamp(secY, 0, NUMSECTORS_Y-1);
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return ProcessVerticalLineSector(*GetSector(secX, secY),
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CColLine(point1, point2), point, entity, checkBuildings, checkVehicles,
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checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
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}
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bool
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CWorld::ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoint &point, CEntity *&entity,
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bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
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bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
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{
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float mindist = 1.0f;
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if(checkBuildings) {
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
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ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist,
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entity, ignoreSeeThrough, poly);
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}
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if(checkVehicles) {
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity,
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ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, poly);
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}
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if(checkPeds) {
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
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ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, poly);
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}
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if(checkObjects) {
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity,
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ignoreSeeThrough, poly);
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ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity,
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ignoreSeeThrough, poly);
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}
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|
|
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)
|
|
{
|
|
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) {
|
|
e->m_scanCode = GetCurrentScanCode();
|
|
|
|
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
|
|
if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist,
|
|
ignoreSeeThrough, false, poly))
|
|
entity = e;
|
|
}
|
|
}
|
|
|
|
if(mindist < dist) {
|
|
dist = mindist;
|
|
return true;
|
|
} 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)
|
|
{
|
|
int x, xstart, xend;
|
|
int y, ystart, yend;
|
|
int y1, y2;
|
|
|
|
AdvanceCurrentScanCode();
|
|
|
|
xstart = GetSectorIndexX(point1.x);
|
|
ystart = GetSectorIndexY(point1.y);
|
|
xend = GetSectorIndexX(point2.x);
|
|
yend = GetSectorIndexY(point2.y);
|
|
|
|
#define LOSARGS \
|
|
CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, \
|
|
ignoreSeeThrough, ignoreSomeObjects
|
|
|
|
if(xstart == xend && ystart == yend) {
|
|
// Only one sector
|
|
return GetIsLineOfSightSectorClear(*GetSector(xstart, ystart), LOSARGS);
|
|
} else if(xstart == xend) {
|
|
// Only step in y
|
|
if(ystart < yend) {
|
|
for(y = ystart; y <= yend; y++)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
|
|
} else {
|
|
for(y = ystart; y >= yend; y--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
|
|
}
|
|
} else if(ystart == yend) {
|
|
// Only step in x
|
|
if(xstart < xend) {
|
|
for(x = xstart; x <= xend; x++)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) return false;
|
|
} else {
|
|
for(x = xstart; x >= xend; x--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) return false;
|
|
}
|
|
} 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) {
|
|
for(y = y1; y <= y2; y++)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
|
|
} else {
|
|
for(y = y1; y >= y2; y--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
|
|
}
|
|
|
|
for(x = xstart + 1; x < xend; x++) {
|
|
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 {
|
|
for(y = y1; y >= y2; y--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
y1 = y2;
|
|
y2 = yend;
|
|
if(y1 < y2) {
|
|
for(y = y1; y <= y2; y++)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
|
|
} else {
|
|
for(y = y1; y >= y2; y--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
|
|
}
|
|
} 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) {
|
|
for(y = y1; y <= y2; y++)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
|
|
} else {
|
|
for(y = y1; y >= y2; y--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
|
|
}
|
|
|
|
for(x = xstart - 1; x > xend; x--) {
|
|
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 {
|
|
for(y = y1; y >= y2; y--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
y1 = y2;
|
|
y2 = yend;
|
|
if(y1 < y2) {
|
|
for(y = y1; y <= y2; y++)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
|
|
} else {
|
|
for(y = y1; y >= y2; y--)
|
|
if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
|
|
#undef LOSARGS
|
|
}
|
|
|
|
bool
|
|
CWorld::GetIsLineOfSightSectorClear(CSector §or, const CColLine &line, bool checkBuildings, bool checkVehicles,
|
|
bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough,
|
|
bool ignoreSomeObjects)
|
|
{
|
|
if(checkBuildings) {
|
|
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS], line, ignoreSeeThrough))
|
|
return false;
|
|
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line,
|
|
ignoreSeeThrough))
|
|
return false;
|
|
}
|
|
|
|
if(checkVehicles) {
|
|
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES], line, ignoreSeeThrough))
|
|
return false;
|
|
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line,
|
|
ignoreSeeThrough))
|
|
return false;
|
|
}
|
|
|
|
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))
|
|
return false;
|
|
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, ignoreSeeThrough,
|
|
ignoreSomeObjects))
|
|
return false;
|
|
}
|
|
|
|
if(checkDummies) {
|
|
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES], line, ignoreSeeThrough))
|
|
return false;
|
|
if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, ignoreSeeThrough))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
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) {
|
|
|
|
e->m_scanCode = GetCurrentScanCode();
|
|
|
|
if(e != pIgnoreEntity && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
|
|
|
|
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
|
|
|
|
if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough, false))
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects,
|
|
int16 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()) {
|
|
object->m_scanCode = GetCurrentScanCode();
|
|
|
|
CVector diff = centre - object->GetPosition();
|
|
if(ignoreZ)
|
|
objDistSqr = diff.MagnitudeSqr2D();
|
|
else
|
|
objDistSqr = diff.MagnitudeSqr();
|
|
|
|
if(objDistSqr < radiusSqr && *numObjects < lastObject) {
|
|
if(objects) { objects[*numObjects] = object; }
|
|
(*numObjects)++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject,
|
|
CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
|
|
bool checkObjects, bool checkDummies)
|
|
{
|
|
int minX = GetSectorIndexX(centre.x - radius);
|
|
if(minX <= 0) minX = 0;
|
|
|
|
int minY = GetSectorIndexY(centre.y - radius);
|
|
if(minY <= 0) minY = 0;
|
|
|
|
int maxX = GetSectorIndexX(centre.x + radius);
|
|
#ifdef FIX_BUGS
|
|
if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
|
|
#else
|
|
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;
|
|
#else
|
|
if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
|
|
#endif
|
|
|
|
AdvanceCurrentScanCode();
|
|
|
|
*numObjects = 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, numObjects, lastObject, objects);
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre,
|
|
radius, ignoreZ, numObjects, lastObject, objects);
|
|
}
|
|
if(checkVehicles) {
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius,
|
|
ignoreZ, numObjects, lastObject, objects);
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre,
|
|
radius, ignoreZ, numObjects, lastObject, objects);
|
|
}
|
|
if(checkPeds) {
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ,
|
|
numObjects, lastObject, objects);
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius,
|
|
ignoreZ, numObjects, lastObject, objects);
|
|
}
|
|
if(checkObjects) {
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius,
|
|
ignoreZ, numObjects, lastObject, objects);
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre,
|
|
radius, ignoreZ, numObjects, lastObject, objects);
|
|
}
|
|
if(checkDummies) {
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius,
|
|
ignoreZ, numObjects, lastObject, objects);
|
|
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre,
|
|
radius, ignoreZ, numObjects, 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->GetModelIndex()) {
|
|
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(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(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(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(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 *foundE = nil;
|
|
|
|
int minX = GetSectorIndexX(centre.x - radius);
|
|
if(minX <= 0) minX = 0;
|
|
|
|
int minY = GetSectorIndexY(centre.y - radius);
|
|
if(minY <= 0) minY = 0;
|
|
|
|
int maxX = GetSectorIndexX(centre.x + radius);
|
|
#ifdef FIX_BUGS
|
|
if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
|
|
#else
|
|
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;
|
|
#else
|
|
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;
|
|
}
|
|
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(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;
|
|
}
|
|
}
|
|
}
|
|
return foundE;
|
|
}
|
|
|
|
CEntity *
|
|
CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore,
|
|
bool ignoreSomeObjects)
|
|
{
|
|
static CColModel sphereCol;
|
|
CColSphere sphere;
|
|
|
|
sphereCol.boundingSphere.center.x = 0.0f;
|
|
sphereCol.boundingSphere.center.y = 0.0f;
|
|
sphereCol.boundingSphere.center.z = 0.0f;
|
|
sphereCol.boundingSphere.radius = radius;
|
|
sphereCol.boundingBox.min.x = -radius;
|
|
sphereCol.boundingBox.min.y = -radius;
|
|
sphereCol.boundingBox.min.z = -radius;
|
|
sphereCol.boundingBox.max.x = radius;
|
|
sphereCol.boundingBox.max.y = radius;
|
|
sphereCol.boundingBox.max.z = radius;
|
|
sphereCol.numSpheres = 1;
|
|
sphere.Set(radius, CVector(0.0f, 0.0f, 0.0f));
|
|
sphereCol.spheres = &sphere;
|
|
sphereCol.numLines = 0;
|
|
sphereCol.numBoxes = 0;
|
|
sphereCol.numTriangles = 0;
|
|
sphereCol.ownsCollisionVolumes = false;
|
|
|
|
CMatrix sphereMat;
|
|
sphereMat.SetTranslate(spherePos);
|
|
|
|
for(CPtrNode *node = list.first; node; node = node->next) {
|
|
CEntity *e = (CEntity *)node->item;
|
|
|
|
if(e->m_scanCode != GetCurrentScanCode()) {
|
|
e->m_scanCode = GetCurrentScanCode();
|
|
|
|
if(e != entityToIgnore && e->bUsesCollision &&
|
|
!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
|
|
CVector diff = spherePos - e->GetBoundCentre();
|
|
float distance = diff.Magnitude();
|
|
|
|
if(e->GetBoundRadius() + radius > distance) {
|
|
CColModel *eCol = CModelInfo::GetModelInfo(e->GetModelIndex())->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->GetModelIndex() != MI_DODO &&
|
|
radius + eCol->boundingBox.max.x > distance)) {
|
|
return e;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return nil;
|
|
}
|
|
|
|
float
|
|
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))
|
|
return point.point.z;
|
|
else
|
|
return 20.0f;
|
|
}
|
|
|
|
float
|
|
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;
|
|
return point.point.z;
|
|
} else {
|
|
if(found) *found = false;
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
float
|
|
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;
|
|
return point.point.z;
|
|
} 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;
|
|
return 20.0f;
|
|
}
|
|
}
|
|
|
|
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 CBox &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 CBox &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 *
|
|
FindPlayerVehicle(void)
|
|
{
|
|
CPlayerPed *ped = FindPlayerPed();
|
|
if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
|
|
return nil;
|
|
}
|
|
|
|
CVehicle *
|
|
FindPlayerTrain(void)
|
|
{
|
|
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
|
|
return FindPlayerVehicle();
|
|
else
|
|
return nil;
|
|
}
|
|
|
|
CEntity *
|
|
FindPlayerEntity(void)
|
|
{
|
|
CPlayerPed *ped = FindPlayerPed();
|
|
if(ped->InVehicle())
|
|
return ped->m_pMyVehicle;
|
|
else
|
|
return ped;
|
|
}
|
|
|
|
CVector
|
|
FindPlayerCoors(void)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
if (CReplay::IsPlayingBack())
|
|
return TheCamera.GetPosition();
|
|
#endif
|
|
CPlayerPed *ped = FindPlayerPed();
|
|
if(ped->InVehicle())
|
|
return ped->m_pMyVehicle->GetPosition();
|
|
else
|
|
return ped->GetPosition();
|
|
}
|
|
|
|
CVector &
|
|
FindPlayerSpeed(void)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
static CVector vecTmpVector(0.0f, 0.0f, 0.0f);
|
|
if (CReplay::IsPlayingBack())
|
|
return vecTmpVector;
|
|
#endif
|
|
CPlayerPed *ped = FindPlayerPed();
|
|
if(ped->InVehicle())
|
|
return ped->m_pMyVehicle->m_vecMoveSpeed;
|
|
else
|
|
return ped->m_vecMoveSpeed;
|
|
}
|
|
|
|
const CVector &
|
|
FindPlayerCentreOfWorld(int32 player)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
if(CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
|
#endif
|
|
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();
|
|
}
|
|
|
|
const CVector &
|
|
FindPlayerCentreOfWorld_NoSniperShift(void)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
if (CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
|
#endif
|
|
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();
|
|
return FindPlayerPed()->GetPosition();
|
|
}
|
|
|
|
float
|
|
FindPlayerHeading(void)
|
|
{
|
|
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
|
|
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
|
|
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
|
|
return FindPlayerPed()->GetForward().Heading();
|
|
}
|
|
|
|
void
|
|
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)
|
|
{
|
|
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);
|
|
} else {
|
|
Remove(ent);
|
|
delete ent;
|
|
}
|
|
}
|
|
|
|
void
|
|
CWorld::RemoveFallenPeds(void)
|
|
{
|
|
int poolSize = CPools::GetPedPool()->GetSize();
|
|
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);
|
|
CVector newPos = ThePaths.m_pathNodes[closestNode].GetPosition();
|
|
newPos.z += 2.0f;
|
|
ped->Teleport(newPos);
|
|
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
|
} else {
|
|
CPopulation::RemovePed(ped);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
CVector newPos = ThePaths.m_pathNodes[closestNode].GetPosition();
|
|
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) {
|
|
Remove(veh);
|
|
delete veh;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CWorld::SetAllCarsCanBeDamaged(bool toggle)
|
|
{
|
|
int poolSize = CPools::GetVehiclePool()->GetSize();
|
|
for(int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
|
|
CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
|
|
if(veh) veh->bCanBeDamaged = toggle;
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
|
|
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_GENERIC).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->GetModelIndex();
|
|
if (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_FIRE_HYDRANT || modelId == MI_BOLLARDLIGHT ||
|
|
modelId == MI_PARKTABLE || modelId == MI_PARKINGMETER2 || modelId == MI_TELPOLE02 ||
|
|
modelId == MI_PARKBENCH || modelId == MI_BARRIER1 || IsTreeModel(modelId) ||
|
|
IsLightThatNeedsRepositioning(modelId)
|
|
) {
|
|
CVector &position = pEntity->GetMatrix().GetPosition();
|
|
CColModel *pColModel = pEntity->GetColModel();
|
|
float fBoundingBoxMinZ = pColModel->boundingBox.min.z;
|
|
float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z;
|
|
if(fHeight < OBJECT_REPOSITION_OFFSET_Z) fHeight = OBJECT_REPOSITION_OFFSET_Z;
|
|
position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y,
|
|
position.z + fHeight, 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->GetMatrix().GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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--) {
|
|
CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
|
|
if(veh && veh->GetStatus() != 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(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())) {
|
|
// TODO(MIAMI): doRender argument
|
|
RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
|
|
0.02f * (csObj->IsObject()
|
|
? CTimer::GetTimeStepNonClipped()
|
|
: CTimer::GetTimeStep()));
|
|
}
|
|
csObj->ProcessControl();
|
|
csObj->ProcessCollision();
|
|
csObj->GetMatrix().UpdateRW();
|
|
csObj->UpdateRwFrame();
|
|
}
|
|
}
|
|
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())) {
|
|
// TODO(MIAMI): doRender argument
|
|
RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
|
|
0.02f * (movingEnt->IsObject()
|
|
? CTimer::GetTimeStepNonClipped()
|
|
: CTimer::GetTimeStep()));
|
|
}
|
|
}
|
|
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->IsStatic()) { 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) {
|
|
RemoveEntityInsteadOfProcessingIt(movingEnt);
|
|
} else {
|
|
movingEnt->ProcessControl();
|
|
if(movingEnt->IsStatic()) { movingEnt->RemoveFromMovingList(); }
|
|
}
|
|
}
|
|
}
|
|
bForceProcessControl = false;
|
|
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) {
|
|
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) {
|
|
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) {
|
|
movingEnt->bIsStuck = true;
|
|
movingEnt->ProcessCollision();
|
|
movingEnt->GetMatrix().UpdateRW();
|
|
movingEnt->UpdateRwFrame();
|
|
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) {
|
|
movingEnt->ProcessShift();
|
|
movingEnt->GetMatrix().UpdateRW();
|
|
movingEnt->UpdateRwFrame();
|
|
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) {
|
|
movingEnt->ProcessShift();
|
|
movingEnt->GetMatrix().UpdateRW();
|
|
movingEnt->UpdateRwFrame();
|
|
if(!movingEnt->bIsInSafePosition) {
|
|
movingEnt->bIsStuck = true;
|
|
if(movingEnt->GetStatus() == STATUS_PLAYER) {
|
|
printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->GetModelIndex());
|
|
movingEnt->m_vecMoveSpeed *= 0.3f;
|
|
movingEnt->ApplyMoveSpeed();
|
|
movingEnt->ApplyTurnSpeed();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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) {
|
|
#ifdef GTA_TRAIN
|
|
if(movingCar->IsTrain()) {
|
|
movingPed->SetPedPositionInTrain();
|
|
} else
|
|
#endif
|
|
{
|
|
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;
|
|
}
|
|
// fall through
|
|
default: movingPed->SetPedPositionInCar(); break;
|
|
}
|
|
}
|
|
movingPed->GetMatrix().UpdateRW();
|
|
movingPed->UpdateRwFrame();
|
|
} else {
|
|
movingPed->bInVehicle = false;
|
|
movingPed->QuitEnteringCar();
|
|
}
|
|
} else if (movingPed->m_attachedTo) {
|
|
movingPed->PositionAttachedPed();
|
|
movingPed->GetMatrix().UpdateRW();
|
|
movingPed->UpdateRwFrame();
|
|
}
|
|
}
|
|
}
|
|
CMessages::Process();
|
|
Players[PlayerInFocus].Process();
|
|
CRecordDataForChase::SaveOrRetrieveCarPositions();
|
|
if((CTimer::GetFrameCounter() & 7) == 1) {
|
|
RemoveFallenPeds();
|
|
} else if((CTimer::GetFrameCounter() & 7) == 5) {
|
|
RemoveFallenCars();
|
|
}
|
|
}
|
|
}
|
|
|
|
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->IsStatic()) {
|
|
if(pEntity->IsObject()) {
|
|
if (fPower > pObject->m_fUprootLimit || IsFence(pObject->GetModelIndex())) {
|
|
if (IsGlass(pObject->GetModelIndex())) {
|
|
CGlass::WindowRespondsToExplosion(pObject, position);
|
|
} else {
|
|
pObject->bIsStatic = false;
|
|
pObject->AddToMovingList();
|
|
int16 modelId = pEntity->GetModelIndex();
|
|
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->IsStatic()) {
|
|
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->IsStatic()) {
|
|
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->GetType()) {
|
|
case ENTITY_TYPE_VEHICLE:
|
|
if(pEntity->GetStatus() == STATUS_SIMPLE) {
|
|
pEntity->SetStatus(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;
|
|
default: 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);
|
|
}
|
|
}
|
|
CProjectileInfo::RemoveDetonatorProjectiles();
|
|
}
|
|
|
|
bool
|
|
CWorld::IsWanderPathClear(CVector const& point1, CVector const& point2, float distance, int maxSteps)
|
|
{
|
|
if (Abs(point1.z - point2.z) > distance)
|
|
return false;
|
|
if (!GetIsLineOfSightClear(point1, point2, true, false, false, false, false, false, false))
|
|
return false;
|
|
CVector vecBetween = point2 - point1;
|
|
uint32 nSteps = Max(vecBetween.Magnitude(), maxSteps);
|
|
if (nSteps == 0)
|
|
return true;
|
|
vecBetween.Normalise();
|
|
uint32 step = 1;
|
|
for (step = 1; step < nSteps; step++) {
|
|
CVector posThisStep = point1 + vecBetween * step;
|
|
float level;
|
|
if (!CWaterLevel::GetWaterLevel(posThisStep, &level, false))
|
|
continue;
|
|
posThisStep.z = level;
|
|
AdvanceCurrentScanCode();
|
|
|
|
CVector vecCheckedPos(posThisStep.x, posThisStep.y, Max(point1.z, point2.z));
|
|
CColPoint colpoint;
|
|
CEntity* entity;
|
|
if (!ProcessVerticalLineSector(*GetSector(GetSectorIndexX(posThisStep.x), GetSectorIndexY(posThisStep.y)),
|
|
CColLine(posThisStep, vecCheckedPos), colpoint, entity, true, false, false, false, false, false, nil))
|
|
return false;
|
|
}
|
|
|
|
CVector posThisStep = point1;
|
|
AdvanceCurrentScanCode();
|
|
CVector vecCheckedPos(posThisStep.x, posThisStep.y, point1.z - 5.0f);
|
|
|
|
CColPoint colpoint;
|
|
CEntity* entity;
|
|
if (!ProcessVerticalLineSector(*GetSector(GetSectorIndexX(posThisStep.x), GetSectorIndexY(posThisStep.y)),
|
|
CColLine(posThisStep, vecCheckedPos), colpoint, entity, true, false, false, false, false, false, nil))
|
|
return false;
|
|
|
|
float heightNextStep = colpoint.point.z + 0.5f;
|
|
for (step = 1; step < nSteps; step++) {
|
|
CVector posThisStep = point1 + vecBetween * step;
|
|
posThisStep.z = heightNextStep;
|
|
AdvanceCurrentScanCode();
|
|
CVector vecCheckedPos(posThisStep.x, posThisStep.y, heightNextStep - 2.0f);
|
|
if (!ProcessVerticalLineSector(*GetSector(GetSectorIndexX(posThisStep.x), GetSectorIndexY(posThisStep.y)),
|
|
CColLine(posThisStep, vecCheckedPos), colpoint, entity, true, false, false, false, false, false, nil))
|
|
return false;
|
|
if (Abs(colpoint.point.z - heightNextStep) > 1.0f)
|
|
return false;
|
|
heightNextStep = colpoint.point.z + 0.5f;
|
|
}
|
|
return true;
|
|
}
|