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-rw-r--r--src/core/World.cpp71
1 files changed, 36 insertions, 35 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp
index 1832ce72..769bd9ad 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -20,11 +20,12 @@
#include "Replay.h"
#include "Population.h"
+CColPoint *gaTempSphereColPoints = (CColPoint*)0x6E64C0; // [32]
+
CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64;
-CColPoint &CWorld::ms_testSpherePoint = *(CColPoint*)0x6E64C0;
uint8 &CWorld::PlayerInFocus = *(uint8 *)0x95CD61;
CPlayerInfo (&CWorld::Players)[NUMPLAYERS] = *(CPlayerInfo (*)[NUMPLAYERS])*(uintptr*)0x9412F0;
@@ -610,9 +611,9 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
}
void
-CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float distance, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects)
+CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects)
{
- float distSqr = distance * distance;
+ float radiusSqr = radius * radius;
float objDistSqr;
for (CPtrNode *node = list.first; node; node = node->next) {
@@ -626,7 +627,7 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float dist
else
objDistSqr = diff.MagnitudeSqr();
- if (objDistSqr < distSqr && *nextObject < lastObject) {
+ if (objDistSqr < radiusSqr && *nextObject < lastObject) {
if (objects) {
objects[*nextObject] = object;
}
@@ -637,22 +638,22 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float dist
}
void
-CWorld::FindObjectsInRange(CVector &centre, float distance, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
+CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
{
- int minX = GetSectorIndexX(centre.x - distance);
+ int minX = GetSectorIndexX(centre.x - radius);
if (minX <= 0) minX = 0;
- int minY = GetSectorIndexY(centre.y - distance);
+ int minY = GetSectorIndexY(centre.y - radius);
if (minY <= 0) minY = 0;
- int maxX = GetSectorIndexX(centre.x + distance);
+ 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 + distance);
+ int maxY = GetSectorIndexY(centre.y + radius);
#ifdef FIX_BUGS
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
@@ -666,48 +667,48 @@ CWorld::FindObjectsInRange(CVector &centre, float distance, bool ignoreZ, short
for(int curX = minX; curX <= maxX; curX++) {
CSector *sector = GetSector(curX, curY);
if (checkBuildings) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, distance, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
}
if (checkVehicles) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, distance, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
}
if (checkPeds) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, distance, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
}
if (checkObjects) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, distance, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
}
if (checkDummies) {
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, distance, ignoreZ, nextObject, lastObject, objects);
- FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, ignoreZ, nextObject, lastObject, objects);
+ FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
}
}
}
}
CEntity*
-CWorld::TestSphereAgainstWorld(CVector centre, float distance, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects)
+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 - distance);
+ int minX = GetSectorIndexX(centre.x - radius);
if (minX <= 0) minX = 0;
- int minY = GetSectorIndexY(centre.y - distance);
+ int minY = GetSectorIndexY(centre.y - radius);
if (minY <= 0) minY = 0;
- int maxX = GetSectorIndexX(centre.x + distance);
+ 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 + distance);
+ int maxY = GetSectorIndexY(centre.y + radius);
#ifdef FIX_BUGS
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
@@ -720,47 +721,47 @@ CWorld::TestSphereAgainstWorld(CVector centre, float distance, CEntity *entityTo
for (int curX = minX; curX <= maxX; curX++) {
CSector* sector = GetSector(curX, curY);
if (checkBuildings) {
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, distance, entityToIgnore, false);
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, entityToIgnore, false);
if (foundE)
return foundE;
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, distance, entityToIgnore, false);
+ 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, distance, entityToIgnore, false);
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, entityToIgnore, false);
if (foundE)
return foundE;
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, distance, entityToIgnore, false);
+ 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, distance, entityToIgnore, false);
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, entityToIgnore, false);
if (foundE)
return foundE;
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, distance, entityToIgnore, false);
+ 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, distance, entityToIgnore, ignoreSomeObjects);
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, entityToIgnore, ignoreSomeObjects);
if (foundE)
return foundE;
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, distance, entityToIgnore, ignoreSomeObjects);
+ 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, distance, entityToIgnore, false);
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, entityToIgnore, false);
if (foundE)
return foundE;
- foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, distance, entityToIgnore, false);
+ foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, entityToIgnore, false);
if (foundE)
return foundE;
}
@@ -807,7 +808,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
if (e->GetBoundRadius() + radius > distance) {
CColModel *eCol = CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel();
int collidedSpheres = CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(),
- *eCol, &ms_testSpherePoint, nil, nil);
+ *eCol, gaTempSphereColPoints, nil, nil);
if (collidedSpheres != 0 ||
(e->IsVehicle() && ((CVehicle*)e)->m_vehType == VEHICLE_TYPE_CAR &&