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-rw-r--r--src/core/World.h119
1 files changed, 119 insertions, 0 deletions
diff --git a/src/core/World.h b/src/core/World.h
new file mode 100644
index 00000000..3b7090da
--- /dev/null
+++ b/src/core/World.h
@@ -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 &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);