diff options
Diffstat (limited to '')
-rw-r--r-- | src/core/World.cpp | 71 |
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 ¢re, float distance, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects) +CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, 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 ¢re, 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 ¢re, float dist } void -CWorld::FindObjectsInRange(CVector ¢re, float distance, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies) +CWorld::FindObjectsInRange(CVector ¢re, 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 ¢re, 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 && |