From 53023eb65bdcde43e341c1ecb7cf0c7f8ee524fb Mon Sep 17 00:00:00 2001 From: aap Date: Sun, 7 Jul 2019 13:09:11 +0200 Subject: the great reorganization --- src/core/World.h | 119 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 119 insertions(+) create mode 100644 src/core/World.h (limited to 'src/core/World.h') 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 §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); -- cgit v1.2.3