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| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/core/World.cpp | |
| download | re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/core/World.cpp')
| -rw-r--r-- | src/core/World.cpp | 2312 |
1 files changed, 2312 insertions, 0 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp new file mode 100644 index 0000000..2683a28 --- /dev/null +++ b/src/core/World.cpp @@ -0,0 +1,2312 @@ +#include "common.h" +#include "Camera.h" +#include "CarCtrl.h" +#include "CopPed.h" +#include "CutsceneMgr.h" +#include "DMAudio.h" +#include "EventList.h" +#include "Explosion.h" +#include "Fire.h" +#include "Garages.h" +#include "Glass.h" +#include "Messages.h" +#include "ModelIndices.h" +#include "ParticleObject.h" +#include "Pickups.h" +#include "Population.h" +#include "ProjectileInfo.h" +#include "Record.h" +#include "References.h" +#include "Replay.h" +#include "RpAnimBlend.h" +#include "Shadows.h" +#include "TempColModels.h" +#include "WaterLevel.h" +#include "World.h" + +#define OBJECT_REPOSITION_OFFSET_Z 2.0f + +CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS]; + +CPtrList CWorld::ms_bigBuildingsList[NUM_LEVELS]; +CPtrList CWorld::ms_listMovingEntityPtrs; +CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X]; +uint16 CWorld::ms_nCurrentScanCode; + +uint8 CWorld::PlayerInFocus; +CPlayerInfo CWorld::Players[NUMPLAYERS]; +bool CWorld::bNoMoreCollisionTorque; +CEntity *CWorld::pIgnoreEntity; +bool CWorld::bIncludeDeadPeds; +bool CWorld::bSecondShift; +bool CWorld::bForceProcessControl; +bool CWorld::bProcessCutsceneOnly; + +bool CWorld::bDoingCarCollisions; +bool CWorld::bIncludeCarTyres; +bool CWorld::bIncludeBikers; + +CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS]; + +void +CWorld::Initialise() +{ + pIgnoreEntity = nil; + bDoingCarCollisions = false; + bSecondShift = false; + bNoMoreCollisionTorque = false; + bProcessCutsceneOnly = false; + bIncludeDeadPeds = false; + bForceProcessControl = false; + bIncludeCarTyres = false; + bIncludeBikers = false; +} + +void +CWorld::Add(CEntity *ent) +{ + if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, true); + + if(ent->bIsBIGBuilding) + ms_bigBuildingsList[ent->m_level].InsertItem(ent); + else + ent->Add(); + + if(ent->IsBuilding() || ent->IsDummy()) return; + + if(!ent->GetIsStatic()) ((CPhysical *)ent)->AddToMovingList(); +} + +void +CWorld::Remove(CEntity *ent) +{ + if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, false); + + if(ent->bIsBIGBuilding) + ms_bigBuildingsList[ent->m_level].RemoveItem(ent); + else + ent->Remove(); + + if(ent->IsBuilding() || ent->IsDummy()) return; + + if(!ent->GetIsStatic()) ((CPhysical *)ent)->RemoveFromMovingList(); +} + +void +CWorld::ClearScanCodes(void) +{ + CPtrNode *node; + for(int i = 0; i < NUMSECTORS_Y; i++) + for(int j = 0; j < NUMSECTORS_X; j++) { + CSector *s = &ms_aSectors[i][j]; + for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next) + ((CEntity *)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next) + ((CEntity *)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next) + ((CEntity *)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next) + ((CEntity *)node->item)->m_scanCode = 0; + for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next) + ((CEntity *)node->item)->m_scanCode = 0; + } +} + +void +CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows) +{ + CPedPool *pedPool = CPools::GetPedPool(); + for(int32 i = 0; i < pedPool->GetSize(); i++) { + CPed *pPed = pedPool->GetSlot(i); + if(pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() && + CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < SQR(radius)) { + CPopulation::RemovePed(pPed); + } + } + CVehiclePool *VehiclePool = CPools::GetVehiclePool(); + for(int32 i = 0; i < VehiclePool->GetSize(); i++) { + CVehicle *pVehicle = VehiclePool->GetSlot(i); + if(pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < SQR(radius) && + !pVehicle->bIsLocked && pVehicle->CanBeDeleted()) { + if(pVehicle->pDriver) { + CPopulation::RemovePed(pVehicle->pDriver); + pVehicle->pDriver = nil; + } + for(int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) { + if(pVehicle->pPassengers[j]) { + CPopulation::RemovePed(pVehicle->pPassengers[j]); + pVehicle->pPassengers[j] = nil; + --pVehicle->m_nNumPassengers; + } + } + CCarCtrl::RemoveFromInterestingVehicleList(pVehicle); + Remove(pVehicle); + delete pVehicle; + } + } + CObject::DeleteAllTempObjectsInArea(pos, radius); + gFireManager.ExtinguishPoint(pos, radius); + ExtinguishAllCarFiresInArea(pos, radius); + CExplosion::RemoveAllExplosionsInArea(pos, radius); + if(bRemoveProjectilesAndTidyUpShadows) { + CProjectileInfo::RemoveAllProjectiles(); + CShadows::TidyUpShadows(); + } + CPickups::RemoveUnnecessaryPickups(pos, radius); +} + +bool +CWorld::CameraToIgnoreThisObject(CEntity *ent) +{ + if(CGarages::IsModelIndexADoor(ent->GetModelIndex())) return false; + return ((CObject *)ent)->m_bCameraToAvoidThisObject != 1; +} + +bool +CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, + bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, + bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough) +{ + int x, xstart, xend; + int y, ystart, yend; + int y1, y2; + float dist; + + AdvanceCurrentScanCode(); + + entity = nil; + dist = 1.0f; + + xstart = GetSectorIndexX(point1.x); + ystart = GetSectorIndexY(point1.y); + xend = GetSectorIndexX(point2.x); + yend = GetSectorIndexY(point2.y); + +#define LOSARGS \ + CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, \ + checkDummies, ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough + + if(xstart == xend && ystart == yend) { + // Only one sector + return ProcessLineOfSightSector(*GetSector(xstart, ystart), LOSARGS); + } else if(xstart == xend) { + // Only step in y + if(ystart < yend) + for(y = ystart; y <= yend; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + else + for(y = ystart; y >= yend; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + return dist < 1.0f; + } else if(ystart == yend) { + // Only step in x + if(xstart < xend) + for(x = xstart; x <= xend; x++) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS); + else + for(x = xstart; x >= xend; x--) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS); + return dist < 1.0f; + } 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++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + else + for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + + 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++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + else + for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + } + + y1 = y2; + y2 = yend; + if(y1 < y2) + for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + else + for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + } else { + // Step from right to left + float m = (point2.y - point1.y) / (point2.x - point1.x); + + y1 = ystart; + y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x) * m + point1.y); + if(y1 < y2) + for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + else + for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS); + + 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++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + else + for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS); + } + + y1 = y2; + y2 = yend; + if(y1 < y2) + for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + else + for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS); + } + return dist < 1.0f; + } + +#undef LOSARGS +} + +bool +CWorld::ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, + bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, + bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough) +{ + float mindist = dist; + bool deadPeds = !!bIncludeDeadPeds; + bool bikers = !!bIncludeBikers; + bIncludeDeadPeds = false; + bIncludeBikers = false; + + if(checkBuildings) { + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + } + + if(checkVehicles) { + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + } + + if(checkPeds) { + if(deadPeds) bIncludeDeadPeds = true; + if(bikers) bIncludeBikers = true; + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + bIncludeDeadPeds = false; + bIncludeBikers = false; + } + + if(checkObjects) { + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, + ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough); + } + + if(checkDummies) { + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, false, ignoreShootThrough); + } + + bIncludeDeadPeds = deadPeds; + bIncludeBikers = bikers; + + if(mindist < dist) { + dist = mindist; + return true; + } else + return false; +} + +bool +CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, + CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough) +{ + bool deadPeds = false; + bool bikers = false; + bool carTyres = false; + float mindist = dist; + CPtrNode *node; + CEntity *e; + CColModel *colmodel; + CColModel tyreCol; + CColSphere tyreSpheres[6]; + CColPoint tyreColPoint; + float tyreDist; + + if(bIncludeCarTyres && list.first && ((CEntity*)list.first->item)->IsVehicle()){ + carTyres = true; + tyreCol.numTriangles = 0; + tyreCol.numBoxes = 0; + tyreCol.numLines = 0; + tyreCol.spheres = tyreSpheres; + tyreCol.numSpheres = ARRAY_SIZE(tyreSpheres); + } + if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true; + if(list.first && bIncludeBikers && ((CEntity *)list.first->item)->IsPed()) bikers = true; + + for(node = list.first; node; node = node->next) { + e = (CEntity *)node->item; + if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds || bikers) && + !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) { + colmodel = nil; + tyreDist = mindist; + e->m_scanCode = GetCurrentScanCode(); + + if(e->IsPed()) { + if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD || bikers && ((CPed*)e)->InVehicle() && (((CPed*)e)->m_pMyVehicle->IsBike() || ((CPed*)e)->m_pMyVehicle->IsBoat())) { + colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump()); + } else + colmodel = nil; + + } else if(e->bUsesCollision) + colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(); + + if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, mindist, + ignoreSeeThrough, ignoreShootThrough)) + entity = e; + if(carTyres && ((CVehicle*)e)->SetUpWheelColModel(&tyreCol) && CCollision::ProcessLineOfSight(line, e->GetMatrix(), tyreCol, tyreColPoint, tyreDist, false, ignoreShootThrough)){ + float dp1 = DotProduct(line.p1 - line.p0, e->GetRight()); + float dp2 = DotProduct(point.point - e->GetPosition(), e->GetRight()); + if(tyreDist < mindist || dp1 < -0.85f && dp2 > 0.0f || dp1 > 0.85f && dp2 < 0.0f){ + mindist = tyreDist; + point = tyreColPoint; + entity = e; + } + } + } + } + tyreCol.spheres = nil; + + if(mindist < dist) { + dist = mindist; + return true; + } else + return false; +} + +bool +CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, + bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, + bool ignoreSeeThrough, CStoredCollPoly *poly) +{ + AdvanceCurrentScanCode(); + CVector point2(point1.x, point1.y, z2); + int secX = GetSectorIndexX(point1.x); + int secY = GetSectorIndexY(point1.y); + secX = clamp(secX, 0, NUMSECTORS_X-1); + secY = clamp(secY, 0, NUMSECTORS_Y-1); + return ProcessVerticalLineSector(*GetSector(secX, secY), + CColLine(point1, point2), point, entity, checkBuildings, checkVehicles, + checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly); +} + +bool +CWorld::ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoint &point, CEntity *&entity, + bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, + bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly) +{ + float mindist = 1.0f; + + if(checkBuildings) { + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, + ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, + entity, ignoreSeeThrough, poly); + } + + if(checkVehicles) { + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, + ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, poly); + } + + if(checkPeds) { + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, + ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, poly); + } + + if(checkObjects) { + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, + ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, poly); + } + + if(checkDummies) { + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, + ignoreSeeThrough, poly); + ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, + ignoreSeeThrough, poly); + } + + 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, mindist, + 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); + if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1; + + int maxY = GetSectorIndexY(centre.y + radius); + if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1; + + 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) +{ + 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(GetSectorIndexX(vecSectorStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecSectorStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y); +#endif + for(int32 y = nStartY; y <= nEndY; y++) { + for(int32 x = nStartX; x <= nEndX; x++) { + CSector *pSector = GetSector(x, y); + if(bBuildings) { + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, + nEntitiesFound, maxEntitiesToFind, aEntities); + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, + bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bVehicles) { + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, + nEntitiesFound, maxEntitiesToFind, aEntities); + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, + bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bPeds) { + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly, + nEntitiesFound, maxEntitiesToFind, aEntities); + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, + nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bObjects) { + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, + nEntitiesFound, maxEntitiesToFind, aEntities); + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, + bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bDummies) { + FindObjectsOfTypeInRangeSectorList( + modelId, pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, + nEntitiesFound, maxEntitiesToFind, aEntities); + 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 OurColModel; + CColSphere sphere; + + OurColModel.boundingSphere.center.x = 0.0f; + OurColModel.boundingSphere.center.y = 0.0f; + OurColModel.boundingSphere.center.z = 0.0f; + OurColModel.boundingSphere.radius = radius; + OurColModel.boundingBox.min.x = -radius; + OurColModel.boundingBox.min.y = -radius; + OurColModel.boundingBox.min.z = -radius; + OurColModel.boundingBox.max.x = radius; + OurColModel.boundingBox.max.y = radius; + OurColModel.boundingBox.max.z = radius; + OurColModel.numSpheres = 1; + sphere.Set(radius, CVector(0.0f, 0.0f, 0.0f)); + OurColModel.spheres = &sphere; + OurColModel.numLines = 0; + OurColModel.numBoxes = 0; + OurColModel.numTriangles = 0; + OurColModel.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, OurColModel, 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) +{ + 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(GetSectorIndexX(vecSectorStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecSectorStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y); +#endif + for(int32 y = nStartY; y <= nEndY; y++) { + for(int32 x = nStartX; x <= nEndX; x++) { + CSector *pSector = GetSector(x, y); + if(bBuildings) { + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + } + if(bVehicles) { + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + } + if(bPeds) { + FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, + radius, bCheck2DOnly, nCollidingEntities, + maxEntitiesToFind, aEntities); + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + } + if(bObjects) { + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + } + if(bDummies) { + FindObjectsKindaCollidingSectorList( + pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, + nCollidingEntities, maxEntitiesToFind, aEntities); + 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) +{ + AdvanceCurrentScanCode(); + *nIntersecting = 0; + const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecStartPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecStartPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecStartPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecStartPos.y), NUMSECTORS_Y); +#endif + for(int32 y = nStartY; y <= nEndY; y++) { + for(int32 x = nStartX; x <= nEndX; x++) { + CSector *pSector = GetSector(x, y); + if(bBuildings) { + FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], + vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities); + FindObjectsIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], vecStartPos, vecEndPos, + nIntersecting, maxEntitiesToFind, aEntities); + } + if(bVehicles) { + FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], + vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities); + FindObjectsIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, + nIntersecting, maxEntitiesToFind, aEntities); + } + if(bPeds) { + FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS], + vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities); + FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], + vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities); + } + if(bObjects) { + FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], + vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities); + FindObjectsIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities); + } + if(bDummies) { + FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], + vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities); + 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) +{ + AdvanceCurrentScanCode(); + *nEntitiesFound = 0; + const int32 nStartX = Max(GetSectorIndexX(fStartX), 0); + const int32 nStartY = Max(GetSectorIndexY(fStartY), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y); +#endif + for(int32 y = nStartY; y <= nEndY; y++) { + for(int32 x = nStartX; x <= nEndX; x++) { + CSector *pSector = GetSector(x, y); + if(bBuildings) { + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position, + nEntitiesFound, maxEntitiesToFind, aEntities); + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position, + nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bVehicles) { + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position, + nEntitiesFound, maxEntitiesToFind, aEntities); + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position, + nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bPeds) { + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound, + maxEntitiesToFind, aEntities); + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position, + nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bObjects) { + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound, + maxEntitiesToFind, aEntities); + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position, + nEntitiesFound, maxEntitiesToFind, aEntities); + } + if(bDummies) { + FindObjectsIntersectingAngledCollisionBoxSectorList( + pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound, + maxEntitiesToFind, aEntities); + 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) +{ + AdvanceCurrentScanCode(); + *nIntersecting = 0; + const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y); +#endif + for(int32 y = nStartY; y <= nEndY; y++) { + for(int32 x = nStartX; x <= nEndX; x++) { + CSector *pSector = GetSector(x, y); + if(bVehicles) { + FindMissionEntitiesIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities, true, false); + FindMissionEntitiesIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, + nIntersecting, maxEntitiesToFind, aEntities, true, false); + } + if(bPeds) { + FindMissionEntitiesIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities, false, true); + FindMissionEntitiesIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities, false, true); + } + if(bObjects) { + FindMissionEntitiesIntersectingCubeSectorList( + pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting, + maxEntitiesToFind, aEntities, false, false); + 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; + } + } + } +} + +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); + 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) +{ + 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(GetSectorIndexX(fStartX), 0); + const int32 nStartY = Max(GetSectorIndexY(fStartY), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y); +#endif + for(int32 y = nStartY; y <= nEndY; y++) { + for(int32 x = nStartX; x <= nEndX; x++) { + CSector *pSector = GetSector(x, y); + CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2, + y2, fStartX, fStartY, fEndX, fEndY); + CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1, + y1, x2, y2, fStartX, fStartY, fEndX, fEndY); + CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS], x1, y1, x2, y2); + 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(); + uint8 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->bRenderScorched || 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(); + } + } +} + +inline void +AddSteamsFromGround(CPtrList& list) +{ + CPtrNode* pNode = list.first; + while (pNode) { + ((CEntity*)pNode->item)->AddSteamsFromGround(nil); + pNode = pNode->next; + } +} + +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); + AddSteamsFromGround(pSector->m_lists[ENTITYLIST_BUILDINGS]); + 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; + Remove(pEntity); + delete pEntity; + } + for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + Remove(pEntity); + delete pEntity; + } + for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + Remove(pEntity); + delete pEntity; + } + for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + Remove(pEntity); + delete pEntity; + } + for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + Remove(pEntity); + delete pEntity; + } +#ifndef FIX_BUGS + 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(); +#endif + } + for(int32 i = 0; i < NUM_LEVELS; i++) { + for(CPtrNode *pNode = ms_bigBuildingsList[i].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + // Maybe remove from world here? + delete pEntity; + } + ms_bigBuildingsList[i].Flush(); + } + for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) { + CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y); +#ifdef FIX_BUGS + 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(); +#endif + 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; + 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()) { + Remove(pVehicle); + delete pVehicle; + } + } + for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + 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) + ) { + 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 = FindGroundZFor3DCoord(position.x, position.y, + position.z + fHeight, nil) - + fBoundingBoxMinZ; + pEntity->m_matrix.UpdateRW(); + pEntity->UpdateRwFrame(); + } else if(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; + if (pColModel->numBoxes == 1) + position = pEntity->GetMatrix() * CVector( + (pColModel->boxes[0].min.x + pColModel->boxes[0].max.x) / 2, + (pColModel->boxes[0].min.y + pColModel->boxes[0].max.y) / 2, + pColModel->boxes[0].min.z); + else if (pColModel->numSpheres > 0) { + position.z = 1000.0f; + for (int i = 0; i < pColModel->numSpheres; i++) { + if (pColModel->spheres[i].center.z < position.z) + position = pColModel->spheres[i].center; + } + if (position.z < 1000.0f) + position = pEntity->GetMatrix() * position; + } + pEntity->GetMatrix().GetPosition().z = FindGroundZFor3DCoord(position.x, position.y, pEntity->GetMatrix().GetPosition().z + fHeight, nil) - fBoundingBoxMinZ; + pEntity->GetMatrix().UpdateRW(); + pEntity->UpdateRwFrame(); + + } + if(modelId == MI_BUOY) { + bool bFound = true; + const CVector &position = pEntity->GetPosition(); + float fGroundZ = FindGroundZFor3DCoord(position.x, position.y, + position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound); + CColModel *pColModel = pEntity->GetColModel(); + float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z; + pEntity->GetMatrix().GetPosition().z = 0.2f * fHeight + 6.0f - 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::SetPedsChoking(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); + // suspicious copypaste + if (pPed && pPed->m_nPedState != PED_DEAD && !pPed->bInVehicle && !pPed->m_pFire && !pPed->bFireProof && pPed->CharCreatedBy != MISSION_CHAR) { + if (Abs(pPed->GetPosition().z - z) < 5.0f && Abs(pPed->GetPosition().x - x) < radius && + Abs(pPed->GetPosition().y - y) < radius) { + if (!pPed->IsPlayer()) + pPed->SetFlee(CVector2D(x, y), 10000); +#ifdef FIX_BUGS + pPed->InflictDamage(reason, WEAPONTYPE_TEARGAS, 1.0f, PEDPIECE_TORSO, 0); +#else + pPed->InflictDamage(nil, WEAPONTYPE_TEARGAS, 1.0f, PEDPIECE_TORSO, 0); +#endif + } + } + } +} + +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; + Remove(pEntity); + delete pEntity; + } + for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + Remove(pEntity); + delete pEntity; + } + for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) { + CEntity *pEntity = (CEntity *)pNode->item; + 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())) { + if (csObj->IsObject()) + RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), CTimer::GetTimeStepNonClippedInSeconds()); + else { + if (!csObj->bOffscreen) + csObj->bOffscreen = !csObj->GetIsOnScreen(); + RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), CTimer::GetTimeStepInSeconds(), !csObj->bOffscreen); + } + } + 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->bRemoveFromWorld && movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP && + RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) { + if (movingEnt->IsObject()) + RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), CTimer::GetTimeStepNonClippedInSeconds()); + else { + if (!movingEnt->bOffscreen) + movingEnt->bOffscreen = !movingEnt->GetIsOnScreen(); + RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), CTimer::GetTimeStepInSeconds(), !movingEnt->bOffscreen); + } + } + } + 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->GetIsStatic()) { 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->GetIsStatic()) { 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 *= Pow(0.707f, CTimer::GetTimeStep()); + 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(GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0); + const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); + for(int32 y = nStartY; y <= nEndY; y++) { + for(int32 x = nStartX; x <= nEndX; x++) { + CSector *pSector = GetSector(x, y); + TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius, + fPower, pCreator, bProcessVehicleBombTimer); + TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower, + pCreator, bProcessVehicleBombTimer); + 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->GetIsStatic()) { + if(pEntity->IsObject()) { + if (fPower > pObject->m_fUprootLimit || IsFence(pObject->GetModelIndex())) { + if (IsGlass(pObject->GetModelIndex())) { + CGlass::WindowRespondsToExplosion(pObject, position); + } else { + pObject->SetIsStatic(false); + pObject->AddToMovingList(); + int16 modelId = pEntity->GetModelIndex(); + if(modelId != MI_FIRE_HYDRANT || + pObject->bHasBeenDamaged) { + if(pEntity->IsObject() && + modelId != MI_EXPLODINGBARREL && + modelId != MI_PETROLPUMP && modelId != MI_PETROLPUMP2) + pObject->bHasBeenDamaged = true; + } else { + CVector pos = pEntity->GetPosition(); + pos.z -= 0.5f; + CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, + pos, true); + pObject->bHasBeenDamaged = true; + } + } + } + if(pEntity->GetIsStatic()) { + float fDamageMultiplier = + (fRadius - fMagnitude) * 2.0f / fRadius; + float fDamage = 300.0f * Min(fDamageMultiplier, 1.0f); + pObject->ObjectDamage(fDamage); + } + } else { + pEntity->SetIsStatic(false); + pEntity->AddToMovingList(); + } + } + if(!pEntity->GetIsStatic()) { + float fDamageMultiplier = Min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f); + CVector vecForceDir = + vecDistance * (fPower * pEntity->m_fMass / 1400.0f * 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_STD_HIGHIMPACT_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) { +#ifdef FIX_BUGS + CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i); +#else + CAutomobile *pVehicle = (CAutomobile *)CPools::GetVehiclePool()->GetSlot(i); +#endif + if(pVehicle && 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; +} |
