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-rw-r--r--src/core/World.cpp846
1 files changed, 828 insertions, 18 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp
index d64569b3..7f18abbf 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -20,6 +20,14 @@
#include "Replay.h"
#include "Population.h"
#include "Fire.h"
+#include "ProjectileInfo.h"
+#include "WaterLevel.h"
+#include "CopPed.h"
+#include "Object.h"
+#include "Shadows.h"
+#include "Explosion.h"
+
+#define OBJECT_REPOSITION_OFFSET_Z 0.2f
CColPoint *gaTempSphereColPoints = (CColPoint*)0x6E64C0; // [32]
@@ -40,24 +48,24 @@ bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
bool &CWorld::bDoingCarCollisions = *(bool*)0x95CD8C;
bool &CWorld::bIncludeCarTyres = *(bool*)0x95CDAA;
-WRAPPER void CWorld::ClearForRestart(void) { EAXJMP(0x4AE850); }
-WRAPPER void CWorld::AddParticles(void) { EAXJMP(0x4B4010); }
-WRAPPER void CWorld::ShutDown(void) { EAXJMP(0x4AE450); }
-WRAPPER void CWorld::RepositionCertainDynamicObjects() { EAXJMP(0x4B42B0); }
-WRAPPER void CWorld::RemoveStaticObjects() { EAXJMP(0x4B4D50); }
-WRAPPER void CWorld::RemoveReferencesToDeletedObject(CEntity*) { EAXJMP(0x4B3BF0); }
-WRAPPER void CWorld::FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool){ EAXJMP(0x4B2A30); }
-WRAPPER void CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, uint8) { EAXJMP(0x4B4E70) };
-WRAPPER void CWorld::FindObjectsIntersectingCube(const CVector &, const CVector &, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B2E70); }
-WRAPPER void CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B3280); }
-WRAPPER void CWorld::FindObjectsOfTypeInRange(uint32, CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool) { EAXJMP(0x4B2600); }
-WRAPPER void CWorld::FindObjectsOfTypeInRangeSectorList(uint32, CPtrList&, CVector&, float, bool, short*, short, CEntity**) { EAXJMP(0x4B2960); }
-WRAPPER void CWorld::FindMissionEntitiesIntersectingCube(const CVector&, const CVector&, int16*, int16, CEntity**, bool, bool, bool) { EAXJMP(0x4B3680); }
-WRAPPER void CWorld::ClearCarsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B50E0); }
-WRAPPER void CWorld::ClearPedsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B52B0); }
-WRAPPER void CWorld::CallOffChaseForArea(float, float, float, float) { EAXJMP(0x4B5530); }
-WRAPPER void CWorld::TriggerExplosion(const CVector& a1, float a2, float a3, CEntity *a4, bool a5) { EAXJMP(0x4B1140); }
-WRAPPER void CWorld::SetPedsOnFire(float, float, float, float, CEntity*) { EAXJMP(0x4B3D30); }
+//WRAPPER void CWorld::ClearForRestart(void) { EAXJMP(0x4AE850); }
+//WRAPPER void CWorld::AddParticles(void) { EAXJMP(0x4B4010); }
+//WRAPPER void CWorld::ShutDown(void) { EAXJMP(0x4AE450); }
+//WRAPPER void CWorld::RepositionCertainDynamicObjects() { EAXJMP(0x4B42B0); }
+//WRAPPER void CWorld::RemoveStaticObjects() { EAXJMP(0x4B4D50); }
+//WRAPPER void CWorld::RemoveReferencesToDeletedObject(CEntity*) { EAXJMP(0x4B3BF0); }
+//WRAPPER void CWorld::FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool){ EAXJMP(0x4B2A30); }
+//WRAPPER void CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, uint8 unused) { EAXJMP(0x4B4E70) };
+//WRAPPER void CWorld::FindObjectsIntersectingCube(const CVector &, const CVector &, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B2E70); }
+//WRAPPER void CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B3280); }
+//WRAPPER void CWorld::FindObjectsOfTypeInRange(uint32, CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool) { EAXJMP(0x4B2600); }
+//WRAPPER void CWorld::FindObjectsOfTypeInRangeSectorList(uint32, CPtrList&, CVector&, float, bool, short*, short, CEntity**) { EAXJMP(0x4B2960); }
+//WRAPPER void CWorld::FindMissionEntitiesIntersectingCube(const CVector&, const CVector&, int16*, int16, CEntity**, bool, bool, bool) { EAXJMP(0x4B3680); }
+//WRAPPER void CWorld::ClearCarsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B50E0); }
+//WRAPPER void CWorld::ClearPedsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B52B0); }
+//WRAPPER void CWorld::CallOffChaseForArea(float, float, float, float) { EAXJMP(0x4B5530); }
+WRAPPER void CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity *pCreator, bool bProcessVehicleBombTimer) { EAXJMP(0x4B1140); }
+//WRAPPER void CWorld::SetPedsOnFire(float, float, float, float, CEntity*) { EAXJMP(0x4B3D30); }
void
CWorld::Initialise()
@@ -128,6 +136,48 @@ CWorld::ClearScanCodes(void)
}
}
+void
+CWorld::ClearExcitingStuffFromArea(const CVector& pos, float radius, bool bRemoveProjectilesAndTidyUpShadows)
+{
+ CPedPool* pedPool = CPools::GetPedPool();
+ for (int32 i = 0; i < pedPool->GetSize(); i++) {
+ CPed* pPed = pedPool->GetSlot(i);
+ if (pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() &&
+ CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < radius) {
+ CPopulation::RemovePed(pPed);
+ }
+ }
+ CVehiclePool* VehiclePool = CPools::GetVehiclePool();
+ for (int32 i = 0; i < VehiclePool->GetSize(); i++) {
+ CVehicle* pVehicle = VehiclePool->GetSlot(i);
+ if (pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < radius &&
+ !pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
+ if (pVehicle->pDriver) {
+ CPopulation::RemovePed(pVehicle->pDriver);
+ pVehicle->pDriver = nil;
+ }
+ for (int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
+ if (pVehicle->pPassengers[j]) {
+ CPopulation::RemovePed(pVehicle->pPassengers[j]);
+ pVehicle->pPassengers[j] = nil;
+ --pVehicle->m_nNumPassengers;
+ }
+ }
+ CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
+ CWorld::Remove(pVehicle);
+ delete pVehicle;
+ }
+ }
+ CObject::DeleteAllTempObjectsInArea(pos, radius);
+ gFireManager.ExtinguishPoint(pos, radius);
+ CWorld::ExtinguishAllCarFiresInArea(pos, radius);
+ CExplosion::RemoveAllExplosionsInArea(pos, radius);
+ if (bRemoveProjectilesAndTidyUpShadows) {
+ CProjectileInfo::RemoveAllProjectiles();
+ CShadows::TidyUpShadows();
+ }
+}
+
bool
CWorld::CameraToIgnoreThisObject(CEntity *ent)
{
@@ -694,6 +744,67 @@ CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *n
}
}
+void
+CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
+{
+ CPtrNode* pNode = list.first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity->m_scanCode != ms_nCurrentScanCode) {
+ pEntity->m_scanCode = ms_nCurrentScanCode;
+ float fMagnitude = 0.0f;
+ if (bCheck2DOnly)
+ fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
+ else
+ fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
+ if (fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
+ if (aEntities)
+ aEntities[*nEntitiesFound] = pEntity;
+ ++*nEntitiesFound;
+ }
+ }
+ pNode = pNode->next;
+ }
+}
+
+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)
{
@@ -872,6 +983,273 @@ CWorld::FindRoofZFor3DCoord(float x, float y, float z, bool *found)
}
}
+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)
+{
+ CPtrNode* pNode = list.first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity->m_scanCode != ms_nCurrentScanCode) {
+ pEntity->m_scanCode = ms_nCurrentScanCode;
+ float fMagnitude = 0.0f;
+ if (bCheck2DOnly)
+ fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
+ else
+ fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
+ if (pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
+ if (aEntities)
+ aEntities[*nCollidingEntities] = pEntity;
+ ++*nCollidingEntities;
+ }
+ }
+ pNode = pNode->next;
+ }
+}
+
+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)
+{
+ CPtrNode* pNode = list.first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
+ pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
+ 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;
+ }
+ }
+ pNode = pNode->next;
+ }
+}
+
+void
+CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, float fStartX, float fStartY, float fEndX, float fEndY, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
+{
+ CWorld::AdvanceCurrentScanCode();
+ *nEntitiesFound = 0;
+ const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
+ const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
+ const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
+ const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
+ for (int32 y = nStartY; y <= nEndY; y++) {
+ for (int32 x = nStartX; x <= nEndX; x++) {
+ CSector* pSector = CWorld::GetSector(x, y);
+ if (bBuildings) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if (bVehicles) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if (bPeds) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if (bObjects) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ if (bDummies) {
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+ }
+ }
+ }
+}
+
+void
+CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
+{
+ CPtrNode* pNode = list.first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
+ pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
+ CColSphere sphere;
+ CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
+ sphere.radius = pEntity->GetBoundRadius();
+ sphere.center = Multiply3x3(vecDistance, matrix);
+ if (CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
+ if (aEntities)
+ aEntities[*nEntitiesFound] = pEntity;
+ ++*nEntitiesFound;
+ }
+ }
+ pNode = pNode->next;
+ }
+}
+
+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)
+{
+ CPtrNode* pNode = list.first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
+ pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
+ 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] = (CEntity*)pEntity;
+ ++*nIntersecting;
+ }
+ }
+ pNode = pNode->next;
+ }
+}
+
CPlayerPed*
FindPlayerPed(void)
{
@@ -960,6 +1338,155 @@ FindPlayerHeading(void)
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)
+{
+ CPtrNode* pNode = list.first;
+ while (pNode) {
+ CVehicle *pVehicle = (CVehicle*)pNode->item;
+ if (pVehicle->m_scanCode != CWorld::ms_nCurrentScanCode) {
+ pVehicle->m_scanCode = CWorld::ms_nCurrentScanCode;
+ const CVector& vehiclePos = pVehicle->m_matrix.GetPosition();
+ 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->m_matrix.GetPosition().x <= (x1 + x2) * 0.5f)
+ pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
+ else
+ pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
+ if (pVehicle->m_matrix.GetPosition().y <= (y1 + y2) * 0.5f)
+ pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
+ else
+ pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
+ }
+ }
+ }
+ pNode = pNode->next;
+ }
+}
+
+void
+CWorld::CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2)
+{
+ CPtrNode* pNode = list.first;
+ while (pNode) {
+ CPed* pPed = (CPed*)pNode->item;
+ const CVector& pedPos = pPed->GetPosition();
+ if (pPed->m_scanCode != CWorld::ms_nCurrentScanCode)
+ {
+ pPed->m_scanCode = CWorld::ms_nCurrentScanCode;
+ 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)
{
@@ -1056,6 +1583,214 @@ CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
}
}
+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::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_BUILDINGS]);
+ CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_DUMMIES]);
+ }
+ }
+}
+
+void
+CWorld::ShutDown(void)
+{
+ for (int32 y = 0; y < NUMSECTORS_Y; y++) {
+ for (int32 x = 0; x < NUMSECTORS_X; x++) {
+ CSector *pSector = GetSector(x, y);
+ CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ 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 ++) {
+ CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ // Maybe remove from world here?
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ GetBigBuildingList((eLevelName)i).Flush();
+ }
+ for (int32 y = 0; y < NUMSECTORS_Y; y++) {
+ for (int32 x = 0; x < NUMSECTORS_X; x++) {
+ CSector* pSector = GetSector(x, y);
+ if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
+ sprintf(gString, "Building list %d,%d not empty\n", x, y);
+ pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
+ }
+ if (pSector->m_lists[ENTITYLIST_DUMMIES].first) {
+ sprintf(gString, "Dummy list %d,%d not empty\n", x, 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", x, 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", x, 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", x, 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", x, 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", x, 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 (int32 y = 0; y < NUMSECTORS_Y; y++) {
+ for (int32 x = 0; x < NUMSECTORS_X; x++) {
+ CSector *pSector = GetSector(x, y);
+ CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
+ while (pNode) {
+ CEntity *pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ pNode = GetBigBuildingList(LEVEL_NONE).first;
+ while (pNode) {
+ CVehicle *pVehicle = (CVehicle*)pNode->item;
+ if (pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
+ CWorld::Remove(pVehicle);
+ delete pVehicle;
+ }
+ pNode = pNode->next;
+ }
+ pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ }
+ }
+ 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 modeId = pEntity->m_modelIndex;
+ if (MI_SINGLESTREETLIGHTS1 == modeId || MI_SINGLESTREETLIGHTS2 == modeId || MI_SINGLESTREETLIGHTS3 == modeId
+ || MI_DOUBLESTREETLIGHTS == modeId || MI_TREE1 == modeId || MI_TREE2 == modeId || MI_TREE3 == modeId
+ || MI_TREE4 == modeId || MI_TREE5 == modeId || MI_TREE6 == modeId || MI_TREE7 == modeId
+ || MI_TREE8 == modeId || MI_TREE9 == modeId || MI_TREE10 == modeId || MI_TREE11 == modeId
+ || MI_TREE12 == modeId || MI_TREE13 == modeId || MI_TREE14 == modeId || MI_TRAFFICLIGHTS == modeId
+ || MI_PARKINGMETER == modeId || MI_PHONEBOOTH1 == modeId || MI_WASTEBIN == modeId || MI_BIN == modeId
+ || MI_POSTBOX1 == modeId || MI_NEWSSTAND == modeId || MI_TRAFFICCONE == modeId || MI_DUMP1 == modeId
+ || MI_ROADWORKBARRIER1 == modeId || MI_BUSSIGN1 == modeId || MI_NOPARKINGSIGN1 == modeId
+ || MI_PHONESIGN == modeId || MI_TAXISIGN == modeId || MI_FISHSTALL01 == modeId || MI_FISHSTALL02 == modeId
+ || MI_FISHSTALL03 == modeId || MI_FISHSTALL04 == modeId || MI_BAGELSTAND2 == modeId || MI_FIRE_HYDRANT == modeId
+ || MI_BOLLARDLIGHT == modeId || MI_PARKTABLE == modeId) {
+ CVector& position = pEntity->m_matrix.GetPosition();
+ float fBoundingBoxMinZ = pEntity->GetColModel()->boundingBox.min.z;
+ position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, nil) - fBoundingBoxMinZ;
+ pEntity->m_matrix.UpdateRW();
+ pEntity->UpdateRwFrame();
+ } else if (MI_BUOY == modeId) {
+ float fWaterLevel = 0.0f;
+ bool found = true;
+ const CVector& position = pEntity->m_matrix.GetPosition();
+ float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &found);
+ if (CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &fWaterLevel)) {
+ if (!found || fWaterLevel > fGroundZ) {
+ CColModel* pColModel = pEntity->GetColModel();
+ float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z;
+ pEntity->m_matrix.GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
+ }
+ }
+ }
+}
+
void
CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
{
@@ -1069,6 +1804,60 @@ CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
}
}
+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 (int32 y = 0; y < NUMSECTORS_Y; y++) {
+ for (int32 x = 0; x < NUMSECTORS_X; x++) {
+ CSector* pSector = GetSector(x, y);
+ CPtrNode* pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
+ while (pNode) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity) {
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pNode = pNode->next;
+ }
+ 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)
{
@@ -1246,6 +2035,27 @@ CWorld::Process(void)
}
}
}
+/*
+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, bDrecementBombTimer);
+ CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower, pCreator, bDrecementBombTimer);
+ CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius, fPower, pCreator, bDrecementBombTimer);
+ }
+ }
+
+}
+*/
STARTPATCHES
InjectHook(0x4AE930, CWorld::Add, PATCH_JUMP);