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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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127 lines
5.7 KiB
C++
127 lines
5.7 KiB
C++
#pragma once
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#include "Game.h"
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#include "Lists.h"
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#include "PlayerInfo.h"
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/* Sectors span from -2000 to 2000 in x and y.
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* With 100x100 sectors, each is 40x40 units. */
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#define SECTOR_SIZE_X (40.0f)
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#define SECTOR_SIZE_Y (40.0f)
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#define NUMSECTORS_X (100)
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#define NUMSECTORS_Y (100)
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#define WORLD_SIZE_X (NUMSECTORS_X * SECTOR_SIZE_X)
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#define WORLD_SIZE_Y (NUMSECTORS_Y * SECTOR_SIZE_Y)
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#define WORLD_MIN_X (-2000.0f)
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#define WORLD_MIN_Y (-2000.0f)
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#define WORLD_MAX_X (WORLD_MIN_X + WORLD_SIZE_X)
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#define WORLD_MAX_Y (WORLD_MIN_Y + WORLD_SIZE_Y)
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enum
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{
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ENTITYLIST_BUILDINGS,
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ENTITYLIST_BUILDINGS_OVERLAP,
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ENTITYLIST_OBJECTS,
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ENTITYLIST_OBJECTS_OVERLAP,
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ENTITYLIST_VEHICLES,
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ENTITYLIST_VEHICLES_OVERLAP,
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ENTITYLIST_PEDS,
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ENTITYLIST_PEDS_OVERLAP,
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ENTITYLIST_DUMMIES,
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ENTITYLIST_DUMMIES_OVERLAP,
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NUMSECTORENTITYLISTS
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};
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class CSector
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{
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public:
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CPtrList m_lists[NUMSECTORENTITYLISTS];
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};
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static_assert(sizeof(CSector) == 0x28, "CSector: error");
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class CEntity;
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struct CColPoint;
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struct CColLine;
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struct CStoredCollPoly;
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class CWorld
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{
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static CPtrList *ms_bigBuildingsList; // [4];
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static CPtrList &ms_listMovingEntityPtrs;
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static CSector (*ms_aSectors)[NUMSECTORS_X]; // [NUMSECTORS_Y][NUMSECTORS_X];
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static uint16 &ms_nCurrentScanCode;
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static CColPoint &ms_testSpherePoint;
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public:
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static uint8 &PlayerInFocus;
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static CPlayerInfo *Players;
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static CEntity *&pIgnoreEntity;
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static bool &bIncludeDeadPeds;
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static bool &bNoMoreCollisionTorque;
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static bool &bSecondShift;
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static bool &bForceProcessControl;
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static bool &bProcessCutsceneOnly;
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static void Remove(CEntity *entity);
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static void Add(CEntity *entity);
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static CSector *GetSector(int x, int y) { return &ms_aSectors[y][x]; }
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static CPtrList &GetBigBuildingList(eLevelName i) { return ms_bigBuildingsList[i]; }
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static CPtrList &GetMovingEntityList(void) { return ms_listMovingEntityPtrs; }
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static uint16 GetCurrentScanCode(void) { return ms_nCurrentScanCode; }
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static void AdvanceCurrentScanCode(void){
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if(++CWorld::ms_nCurrentScanCode == 0){
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CWorld::ClearScanCodes();
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CWorld::ms_nCurrentScanCode = 1;
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}
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}
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static void ClearScanCodes(void);
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static bool CameraToIgnoreThisObject(CEntity *ent);
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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);
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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);
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static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
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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);
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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);
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static bool ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly);
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static bool GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
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static bool GetIsLineOfSightSectorClear(CSector §or, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
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static bool GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
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static CEntity* TestSphereAgainstWorld(CVector, float, CEntity*, bool, bool, bool, bool, bool, bool);
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static CEntity* TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
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static void FindObjectsInRangeSectorList(CPtrList&, CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsInRange(CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static float FindGroundZForCoord(float x, float y);
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static float FindGroundZFor3DCoord(float x, float y, float z, bool *found);
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static float FindRoofZFor3DCoord(float x, float y, float z, bool *found);
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static void RemoveReferencesToDeletedObject(CEntity*);
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static void FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
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static float GetSectorX(float f) { return ((f - WORLD_MIN_X)/SECTOR_SIZE_X); }
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static float GetSectorY(float f) { return ((f - WORLD_MIN_Y)/SECTOR_SIZE_Y); }
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static int GetSectorIndexX(float f) { return (int)GetSectorX(f); }
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static int GetSectorIndexY(float f) { return (int)GetSectorY(f); }
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static float GetWorldX(int x) { return x*SECTOR_SIZE_X + WORLD_MIN_X; }
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static float GetWorldY(int y) { return y*SECTOR_SIZE_Y + WORLD_MIN_Y; }
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};
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class CPlayerPed;
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class CVehicle;
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CPlayerPed *FindPlayerPed(void);
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CVehicle *FindPlayerVehicle(void);
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CVehicle *FindPlayerTrain(void);
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CEntity *FindPlayerEntity(void);
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CVector FindPlayerCoors(void);
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CVector &FindPlayerSpeed(void);
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CVector &FindPlayerCentreOfWorld(int32 player);
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CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
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float FindPlayerHeading(void);
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