the great reorganization
This commit is contained in:
119
src/core/World.h
Normal file
119
src/core/World.h
Normal file
@@ -0,0 +1,119 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game.h"
|
||||
#include "Lists.h"
|
||||
#include "PlayerInfo.h"
|
||||
|
||||
/* Sectors span from -2000 to 2000 in x and y.
|
||||
* With 100x100 sectors, each is 40x40 units. */
|
||||
|
||||
#define SECTOR_SIZE_X (40.0f)
|
||||
#define SECTOR_SIZE_Y (40.0f)
|
||||
|
||||
#define NUMSECTORS_X (100)
|
||||
#define NUMSECTORS_Y (100)
|
||||
|
||||
#define WORLD_SIZE_X (NUMSECTORS_X * SECTOR_SIZE_X)
|
||||
#define WORLD_SIZE_Y (NUMSECTORS_Y * SECTOR_SIZE_Y)
|
||||
|
||||
#define WORLD_MIN_X (-2000.0f)
|
||||
#define WORLD_MIN_Y (-2000.0f)
|
||||
|
||||
#define WORLD_MAX_X (WORLD_MIN_X + WORLD_SIZE_X)
|
||||
#define WORLD_MAX_Y (WORLD_MIN_Y + WORLD_SIZE_Y)
|
||||
|
||||
enum
|
||||
{
|
||||
ENTITYLIST_BUILDINGS,
|
||||
ENTITYLIST_BUILDINGS_OVERLAP,
|
||||
ENTITYLIST_OBJECTS,
|
||||
ENTITYLIST_OBJECTS_OVERLAP,
|
||||
ENTITYLIST_VEHICLES,
|
||||
ENTITYLIST_VEHICLES_OVERLAP,
|
||||
ENTITYLIST_PEDS,
|
||||
ENTITYLIST_PEDS_OVERLAP,
|
||||
ENTITYLIST_DUMMIES,
|
||||
ENTITYLIST_DUMMIES_OVERLAP,
|
||||
|
||||
NUMSECTORENTITYLISTS
|
||||
};
|
||||
|
||||
class CSector
|
||||
{
|
||||
public:
|
||||
CPtrList m_lists[NUMSECTORENTITYLISTS];
|
||||
};
|
||||
static_assert(sizeof(CSector) == 0x28, "CSector: error");
|
||||
|
||||
class CEntity;
|
||||
struct CColPoint;
|
||||
struct CColLine;
|
||||
struct CStoredCollPoly;
|
||||
|
||||
class CWorld
|
||||
{
|
||||
static CPtrList *ms_bigBuildingsList; // [4];
|
||||
static CPtrList &ms_listMovingEntityPtrs;
|
||||
static CSector (*ms_aSectors)[NUMSECTORS_X]; // [NUMSECTORS_Y][NUMSECTORS_X];
|
||||
static uint16 &ms_nCurrentScanCode;
|
||||
|
||||
public:
|
||||
static uint8 &PlayerInFocus;
|
||||
static CPlayerInfo *Players;
|
||||
static CEntity *&pIgnoreEntity;
|
||||
static bool &bIncludeDeadPeds;
|
||||
static bool &bNoMoreCollisionTorque;
|
||||
static bool &bSecondShift;
|
||||
static bool &bForceProcessControl;
|
||||
static bool &bProcessCutsceneOnly;
|
||||
|
||||
static void Remove(CEntity *entity);
|
||||
static void Add(CEntity *entity);
|
||||
|
||||
static CSector *GetSector(int x, int y) { return &ms_aSectors[y][x]; }
|
||||
static CPtrList &GetBigBuildingList(eLevelName i) { return ms_bigBuildingsList[i]; }
|
||||
static CPtrList &GetMovingEntityList(void) { return ms_listMovingEntityPtrs; }
|
||||
static uint16 GetCurrentScanCode(void) { return ms_nCurrentScanCode; }
|
||||
static void AdvanceCurrentScanCode(void){
|
||||
if(++CWorld::ms_nCurrentScanCode == 0){
|
||||
CWorld::ClearScanCodes();
|
||||
CWorld::ms_nCurrentScanCode = 1;
|
||||
}
|
||||
}
|
||||
static void ClearScanCodes(void);
|
||||
|
||||
static bool CameraToIgnoreThisObject(CEntity *ent);
|
||||
|
||||
static bool ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
|
||||
static bool ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
|
||||
static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
|
||||
static bool ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly);
|
||||
static bool ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly);
|
||||
static bool ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly);
|
||||
static bool GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
|
||||
static bool GetIsLineOfSightSectorClear(CSector §or, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
|
||||
static bool GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
|
||||
|
||||
static float FindGroundZForCoord(float x, float y);
|
||||
static float FindGroundZFor3DCoord(float x, float y, float z, bool *found);
|
||||
static float FindRoofZFor3DCoord(float x, float y, float z, bool *found);
|
||||
|
||||
static float GetSectorX(float f) { return ((f - WORLD_MIN_X)/SECTOR_SIZE_X); }
|
||||
static float GetSectorY(float f) { return ((f - WORLD_MIN_Y)/SECTOR_SIZE_Y); }
|
||||
static int GetSectorIndexX(float f) { return (int)GetSectorX(f); }
|
||||
static int GetSectorIndexY(float f) { return (int)GetSectorY(f); }
|
||||
static float GetWorldX(int x) { return x*SECTOR_SIZE_X + WORLD_MIN_X; }
|
||||
static float GetWorldY(int y) { return y*SECTOR_SIZE_Y + WORLD_MIN_Y; }
|
||||
};
|
||||
|
||||
class CPlayerPed;
|
||||
class CVehicle;
|
||||
CPlayerPed *FindPlayerPed(void);
|
||||
CVehicle *FindPlayerVehicle(void);
|
||||
CVehicle *FindPlayerTrain(void);
|
||||
CEntity *FindPlayerEntity(void);
|
||||
CVector FindPlayerCoors(void);
|
||||
CVector &FindPlayerSpeed(void);
|
||||
CVector &FindPlayerCentreOfWorld(int32 player);
|
||||
CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
|
||||
float FindPlayerHeading(void);
|
||||
Reference in New Issue
Block a user