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authorsaml1er <danishroar@gmail.com>2020-04-17 13:13:55 +0200
committersaml1er <danishroar@gmail.com>2020-04-17 13:13:55 +0200
commitce7d6848ba0ffabb6616502c1a18ec2fb2af4259 (patch)
tree9c45f79ee4219451a4453ea46972d55641037fa7
parentMore CWorld fixes (diff)
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-rw-r--r--src/core/World.cpp371
1 files changed, 151 insertions, 220 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp
index 02c0e2f6..f0b290a3 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -731,11 +731,10 @@ 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) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
- if (pEntity->m_scanCode != ms_nCurrentScanCode) {
- pEntity->m_scanCode = ms_nCurrentScanCode;
+ if (pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
float fMagnitude = 0.0f;
if (bCheck2DOnly)
fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr2D();
@@ -747,7 +746,6 @@ CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const
++*nEntitiesFound;
}
}
- pNode = pNode->next;
}
}
@@ -1037,11 +1035,10 @@ CWorld::FindObjectsKindaColliding(const CVector& position, float radius, bool bC
void
CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities)
{
- CPtrNode* pNode = list.first;
- while (pNode) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
- if (pEntity->m_scanCode != ms_nCurrentScanCode) {
- pEntity->m_scanCode = ms_nCurrentScanCode;
+ if (pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
float fMagnitude = 0.0f;
if (bCheck2DOnly)
fMagnitude = (position - pEntity->GetPosition()).Magnitude2D();
@@ -1053,7 +1050,6 @@ CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& posit
++*nCollidingEntities;
}
}
- pNode = pNode->next;
}
}
@@ -1097,11 +1093,10 @@ CWorld::FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& v
void
CWorld::FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities)
{
- CPtrNode* pNode = list.first;
- while (pNode) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
- if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
- pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
+ 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 &&
@@ -1113,7 +1108,6 @@ CWorld::FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vec
++*nIntersecting;
}
}
- pNode = pNode->next;
}
}
@@ -1156,11 +1150,10 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox& boundingBox, co
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) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
- if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
- pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
+ if (pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
CColSphere sphere;
CVector vecDistance = pEntity->GetPosition() - position;
sphere.radius = pEntity->GetBoundRadius();
@@ -1171,7 +1164,6 @@ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, cons
++*nEntitiesFound;
}
}
- pNode = pNode->next;
}
}
@@ -1206,11 +1198,10 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CV
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) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
- if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
- pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
+ if (pEntity->m_scanCode != GetCurrentScanCode()) {
+ pEntity->m_scanCode = GetCurrentScanCode();
bool bIsMissionEntity = false;
if (bIsVehicleList)
bIsMissionEntity = ((CVehicle*)pEntity)->VehicleCreatedBy == MISSION_VEHICLE;
@@ -1230,7 +1221,6 @@ CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVec
++*nIntersecting;
}
}
- pNode = pNode->next;
}
}
@@ -1397,11 +1387,10 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float 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) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
CVehicle *pVehicle = (CVehicle*)pNode->item;
- if (pVehicle->m_scanCode != CWorld::ms_nCurrentScanCode) {
- pVehicle->m_scanCode = CWorld::ms_nCurrentScanCode;
+ if (pVehicle->m_scanCode != GetCurrentScanCode()) {
+ pVehicle->m_scanCode = GetCurrentScanCode();
const CVector& vehiclePos = pVehicle->GetPosition();
eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
if (pVehicle != FindPlayerVehicle() &&
@@ -1411,42 +1400,40 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1
(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);
- }
+ 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);
}
}
- pNode = pNode->next;
+ }
}
}
void
CWorld::CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2)
{
- CPtrNode* pNode = list.first;
- while (pNode) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
CPed* pPed = (CPed*)pNode->item;
const CVector& pedPos = pPed->GetPosition();
- if (pPed->m_scanCode != CWorld::ms_nCurrentScanCode)
+ if (pPed->m_scanCode != GetCurrentScanCode())
{
- pPed->m_scanCode = CWorld::ms_nCurrentScanCode;
+ pPed->m_scanCode = GetCurrentScanCode();
if (pPed != FindPlayerPed() && pPed->m_leader != FindPlayerPed() &&
pedPos.x > x1 && pedPos.x < x2 &&
pedPos.y > y1 && pedPos.y < y2 &&
@@ -1582,103 +1569,75 @@ CWorld::AddParticles(void)
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 (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ for (CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
}
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
}
for (int32 i = 0; i < 4; i ++) {
- CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first;
- while (pNode) {
+ for (CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
CEntity *pEntity = (CEntity*)pNode->item;
- if (pEntity) {
- // Maybe remove from world here?
- delete pEntity;
- }
- pNode = pNode->next;
+ // Maybe remove from world here?
+ delete pEntity;
}
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();
- }
+ for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
+ sprintf(gString, "Building list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
+ }
+ if (pSector->m_lists[ENTITYLIST_DUMMIES].first) {
+ sprintf(gString, "Dummy list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
+ }
+ if (pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
+ sprintf(gString, "Building overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
+ }
+ if (pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
+ sprintf(gString, "Vehicle overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].Flush();
+ }
+ if (pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
+ sprintf(gString, "Ped overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].Flush();
+ }
+ if (pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
+ sprintf(gString, "Object overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].Flush();
+ }
+ if (pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
+ sprintf(gString, "Dummy overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
}
}
ms_listMovingEntityPtrs.Flush();
@@ -1693,37 +1652,25 @@ CWorld::ClearForRestart(void)
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;
+ for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector* pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
+ CEntity *pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for (CPtrNode* pNode = GetBigBuildingList(LEVEL_NONE).first; pNode; pNode = pNode->next) {
+ CVehicle *pVehicle = (CVehicle*)pNode->item;
+ if (pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
+ CWorld::Remove(pVehicle);
+ delete pVehicle;
}
}
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
}
CPools::CheckPoolsEmpty();
}
@@ -1833,41 +1780,27 @@ CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason)
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();
+ for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+ CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
+ }
+ for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ CWorld::Remove(pEntity);
+ delete pEntity;
}
+ pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
+ pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
+ pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
}
}
@@ -2072,18 +2005,17 @@ CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, C
void
CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer)
{
- CPtrNode* pNode = list.first;
- while (pNode) {
- CPhysical* pEntity = (CPhysical*)pNode->item;
- CVector vecDistance = pEntity->GetPosition() - position;
- float fMagnitude = vecDistance.Magnitude();
- if (fRadius > fMagnitude) {
- CWeapon::BlowUpExplosiveThings(pEntity);
- CPed* pPed = (CPed*)pEntity;
- CObject* pObject = (CObject*)pEntity;
- CVehicle* pVehicle = (CVehicle*)pEntity;
- if (!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
- if (pEntity->bIsStatic) {
+ for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
+ CPhysical* pEntity = (CPhysical*)pNode->item;
+ CVector vecDistance = pEntity->GetPosition() - position;
+ float fMagnitude = vecDistance.Magnitude();
+ if(fRadius > fMagnitude) {
+ CWeapon::BlowUpExplosiveThings(pEntity);
+ CPed *pPed = (CPed *)pEntity;
+ CObject *pObject = (CObject *)pEntity;
+ CVehicle *pVehicle = (CVehicle *)pEntity;
+ if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
+ if(pEntity->bIsStatic) {
if (pEntity->IsObject()) {
if (fPower > pObject->m_fUprootLimit || IsFence(pObject->m_modelIndex)) {
if (IsGlass(pObject->m_modelIndex)) {
@@ -2170,7 +2102,6 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
}
}
}
- pNode = pNode->next;
}
}