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authoraap <aap@papnet.eu>2019-07-07 13:09:11 +0200
committeraap <aap@papnet.eu>2019-07-07 13:09:11 +0200
commit53023eb65bdcde43e341c1ecb7cf0c7f8ee524fb (patch)
treefc65a6c40fa719f9d43be9e0e15be79c490135e0 /src/World.h
parentfinished CPhysical (diff)
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Diffstat (limited to 'src/World.h')
-rw-r--r--src/World.h119
1 files changed, 0 insertions, 119 deletions
diff --git a/src/World.h b/src/World.h
deleted file mode 100644
index 3b7090da..00000000
--- a/src/World.h
+++ /dev/null
@@ -1,119 +0,0 @@
-#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 &sector, 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 &sector, 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 &sector, 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);