CullZone.dat writer start
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@@ -1,3 +1,5 @@
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class CEntity;
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class CCullZone
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{
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public:
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@@ -11,9 +13,7 @@ public:
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// TODO: figure these out:
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int32 m_indexStart;
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int16 unk2;
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int16 unk3;
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int16 unk4;
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int16 m_groupIndexCount[3];
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int16 m_numBuildings;
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int16 m_numTreadablesPlus10m;
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int16 m_numTreadables;
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@@ -25,6 +25,32 @@ public:
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static void DoStuffEnteringZone_OneBuilding(uint16 i);
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static void DoStuffEnteringZone_OneTreadablePlus10m(uint16 i);
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static void DoStuffEnteringZone_OneTreadable(uint16 i);
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static bool TestLine(CVector a1, CVector a2);
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float CalcDistToCullZoneSquared(float x, float y);
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float CalcDistToCullZone(float x, float y) { return Sqrt(CalcDistToCullZoneSquared(x, y)); };
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bool IsEntityCloseEnoughToZone(CEntity* entity, bool checkLevel);
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void GetGroupStartAndSize(int32 groupid, int32 &start, int32 &size) {
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switch (groupid) {
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case 1:
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start = m_groupIndexCount[0] + m_indexStart;
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size = m_groupIndexCount[1];
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break;
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case 2:
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start = m_groupIndexCount[0] + m_groupIndexCount[1] + m_indexStart;
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size = m_groupIndexCount[2];
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break;
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default:
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start = m_indexStart;
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size = m_groupIndexCount[0];
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break;
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}
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}
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void FindTestPoints() {}; // todo
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bool TestEntityVisibilityFromCullZone(CEntity*, float, CEntity*) { return false; }; // todo
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};
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enum eZoneAttribs
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@@ -55,12 +81,12 @@ class CCullZones
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{
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public:
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static int32 &NumCullZones;
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static CCullZone *aZones; // [NUMCULLZONES];
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static CCullZone (&aZones)[NUMCULLZONES];
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static int32 &NumAttributeZones;
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static CAttributeZone *aAttributeZones; // [NUMATTRIBZONES];
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static uint16 *aIndices; // [NUMZONEINDICES];
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static int16 *aPointersToBigBuildingsForBuildings; // [NUMBUILDINGS];
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static int16 *aPointersToBigBuildingsForTreadables; // [NUMTREADABLES];
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static CAttributeZone(&aAttributeZones)[NUMATTRIBZONES];
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static uint16 (&aIndices)[NUMZONEINDICES];
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static int16 (&aPointersToBigBuildingsForBuildings)[NUMBUILDINGS];
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static int16 (&aPointersToBigBuildingsForTreadables)[NUMTREADABLES];
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static int32 &CurrentWantedLevelDrop_Player;
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static int32 &CurrentFlags_Camera;
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@@ -91,4 +117,10 @@ public:
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static bool PlayerNoRain(void) { return (CurrentFlags_Player & ATTRZONE_NORAIN) != 0; }
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static bool CamNoRain(void) { return (CurrentFlags_Camera & ATTRZONE_NORAIN) != 0; }
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static int32 GetWantedLevelDrop(void) { return CurrentWantedLevelDrop_Player; }
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static void BuildListForBigBuildings();
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static void DoVisibilityTestCullZone(int zoneId, bool doIt);
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static bool DoWeHaveMoreThanXOccurencesOfSet(int32 count, uint16 *set);
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static void CompressIndicesArray() {};// todo
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};
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