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#pragma once
#include "Game.h"
#include "Lists.h"
#include "PlayerInfo.h"
/* Sectors span from -2400 to 1600 in x and -2000 to 2000 y.
* With 80x80 sectors, each is 50x50 units. */
#define SECTOR_SIZE_X (50.0f)
#define SECTOR_SIZE_Y (50.0f)
#define NUMSECTORS_X (80)
#define NUMSECTORS_Y (80)
#define WORLD_SIZE_X (NUMSECTORS_X * SECTOR_SIZE_X)
#define WORLD_SIZE_Y (NUMSECTORS_Y * SECTOR_SIZE_Y)
#define WORLD_MIN_X (-2400.0f)
#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)
#define MAP_Z_LOW_LIMIT -100.0f
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];
};
VALIDATE_SIZE(CSector, 0x28);
class CEntity;
struct CColPoint;
struct CColLine;
struct CStoredCollPoly;
class CWorld
{
static CPtrList ms_bigBuildingsList[4];
static CPtrList ms_listMovingEntityPtrs;
static CSector ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
static uint16 ms_nCurrentScanCode;
public:
static uint8 PlayerInFocus;
static CPlayerInfo Players[NUMPLAYERS];
static CEntity *pIgnoreEntity;
static bool bIncludeDeadPeds;
static bool bNoMoreCollisionTorque;
static bool bSecondShift;
static bool bForceProcessControl;
static bool bProcessCutsceneOnly;
static bool bDoingCarCollisions;
static bool bIncludeCarTyres;
static CColPoint m_aTempColPts[MAX_COLLISION_POINTS];
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 void ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows);
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, bool ignoreShootThrough = 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, bool ignoreShootThrough);
static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough);
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 CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
static void FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects);
static void FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
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 void RemoveReferencesToDeletedObject(CEntity*);
static void FindObjectsKindaColliding(const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
static void FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities);
static void FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
static void FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities);
static void FindObjectsIntersectingAngledCollisionBox(const CBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
static void FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
static void FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bVehicles, bool bPeds, bool bObjects);
static void FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList);
static void ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
static void ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
static void CallOffChaseForArea(float x1, float y1, float x2, float y2);
static void CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY);
static void CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2);
static bool IsWanderPathClear(CVector const&, CVector const&, float, int);
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; }
static void RemoveEntityInsteadOfProcessingIt(CEntity* ent);
static void RemoveFallenPeds();
static void RemoveFallenCars();
static void StopAllLawEnforcersInTheirTracks();
static void SetAllCarsCanBeDamaged(bool);
static void ExtinguishAllCarFiresInArea(CVector, float);
static void SetCarsOnFire(float x, float y, float z, float radius, CEntity* reason);
static void SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason);
static void Initialise();
static void AddParticles();
static void ShutDown();
static void ClearForRestart(void);
static void RepositionCertainDynamicObjects();
static void RepositionOneObject(CEntity* pEntity);
static void RemoveStaticObjects();
static void Process();
static void TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
static void TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
static void UseDetonator(CEntity *pEntity);
};
extern CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
class CPlayerPed;
class CVehicle;
CPlayerPed *FindPlayerPed(void);
CVehicle *FindPlayerVehicle(void);
CVehicle *FindPlayerTrain(void);
CEntity *FindPlayerEntity(void);
CVector FindPlayerCoors(void);
CVector &FindPlayerSpeed(void);
const CVector &FindPlayerCentreOfWorld(int32 player);
const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
float FindPlayerHeading(void);
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