diff options
Diffstat (limited to '')
-rw-r--r-- | src/collision/ColStore.h | 2 | ||||
-rw-r--r-- | src/entities/Physical.cpp | 86 |
2 files changed, 82 insertions, 6 deletions
diff --git a/src/collision/ColStore.h b/src/collision/ColStore.h index d09bbf8f..c66a67ed 100644 --- a/src/collision/ColStore.h +++ b/src/collision/ColStore.h @@ -47,3 +47,5 @@ public: return ms_pColPool->GetSlot(slot); } }; + +const CVector& LevelPos(eLevelName level); diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 35856914..ef306d5a 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -20,6 +20,8 @@ #include "Bike.h" #include "Pickups.h" #include "Physical.h" +#include "ColStore.h" +#include "Script.h" //--LCS: mostly done @@ -163,6 +165,37 @@ CPhysical::Remove(void) } } +static void +MoveVehicleToSafety(CVehicle* pVehicle) +{ + if (pVehicle->VehicleCreatedBy != MISSION_VEHICLE) { + CVector2D pos = LevelPos(CGame::currLevel); + int node = ThePaths.FindNodeClosestToCoors(CVector(pos.x, pos.y, 10.0f), PATH_CAR, 999999.9f, true, true); + CVector nodePos = ThePaths.FindNodeCoorsForScript(node); + float orientation = ThePaths.FindNodeOrientationForCarPlacement(node); + nodePos.x += 0.1f; + nodePos.y += 0.1f; + pVehicle->Teleport(nodePos + CVector(0.0f, 0.0f, pVehicle->GetDistanceFromCentreOfMassToBaseOfModel())); + CTheScripts::ClearSpaceForMissionEntity(nodePos, pVehicle); + pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE; + CCarCtrl::JoinCarWithRoadSystem(pVehicle); + } +} + +static void +MovePedToSafety(CPed* pPed) +{ + if (pPed->CharCreatedBy == RANDOM_CHAR) { + CVector2D pos = LevelPos(CGame::currLevel); + int node = ThePaths.FindNodeClosestToCoors(CVector(pos.x, pos.y, 10.0f), PATH_CAR, 999999.9f, true, true); + CVector nodePos = ThePaths.FindNodeCoorsForScript(node); + nodePos.x += 0.1f; + nodePos.y += 0.1f; + pPed->Teleport(nodePos + CVector(0.0f, 0.0f, pPed->GetDistanceFromCentreOfMassToBaseOfModel())); + CTheScripts::ClearSpaceForMissionEntity(nodePos, pPed); + } +} + void CPhysical::RemoveAndAdd(void) { @@ -178,12 +211,53 @@ CPhysical::RemoveAndAdd(void) ystart = CWorld::GetSectorIndexY(bounds.top); yend = CWorld::GetSectorIndexY(bounds.bottom); ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f); - assert(xstart >= 0); - assert(xend < NUMSECTORS_X); - assert(ystart >= 0); - assert(yend < NUMSECTORS_Y); - - // TODO(LCS): there's a bunch of weird code in this function + //assert(xstart >= 0); + //assert(xend < NUMSECTORS_X); + //assert(ystart >= 0); + //assert(yend < NUMSECTORS_Y); + + // this is basically a replacement for the asserts above + if (xstart < 0 || xstart >= NUMSECTORS_X || ystart < 0 || ystart >= NUMSECTORS_Y) { + printf("*****************************\n"); + printf("ENTITY GONE OUT OF WORLD! :(\n"); + printf("model id = %d\n", GetModelIndex()); + printf("type = %d\n", GetType()); + printf("bound cent = %f %f %f\n", + (GetMatrix() * GetColModel()->boundingSphere.center).x, + (GetMatrix() * GetColModel()->boundingSphere.center).y, + (GetMatrix() * GetColModel()->boundingSphere.center).z); + switch (GetType()) { + case ENTITY_TYPE_PED: + printf("ped created by = %d\n", ((CPed*)this)->CharCreatedBy); + break; + case ENTITY_TYPE_VEHICLE: + printf("vehcile created by = %d\n", ((CVehicle*)this)->VehicleCreatedBy); + break; + case ENTITY_TYPE_OBJECT: + printf("object created by = %d\n", ((CObject*)this)->ObjectCreatedBy); + break; + case ENTITY_TYPE_DUMMY: + printf("no dummy created by info\n"); + break; + default: + printf("unknown entity type to be out of world??\n"); + } + printf("*****************************\n"); + if (GetType() == ENTITY_TYPE_VEHICLE){ + MoveVehicleToSafety((CVehicle*)this); + } + else if (GetType() == ENTITY_TYPE_PED) { + CPed* pThisPed = ((CPed*)this); + if (pThisPed->bInVehicle && pThisPed->m_pMyVehicle) + MoveVehicleToSafety(pThisPed->m_pMyVehicle); + else if (GetType() == ENTITY_TYPE_PED) // why? + MovePedToSafety(pThisPed); + else + return; + } + else + return; + } // we'll try to recycle nodes from here CEntryInfoNode *next = m_entryInfoList.first; |