#pragma once #include "Game.h" #include "Lists.h" /* Sectors span from -2000 to 2000 in x and y. * With 100x100 sectors, each is 40x40 units. */ #define NUMSECTORS_X 100 #define NUMSECTORS_Y 100 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 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 bool &bNoMoreCollisionTorque; 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 float GetSectorX(float f) { return ((f + 2000.0f)/40.0f); } static float GetSectorY(float f) { return ((f + 2000.0f)/40.0f); } static int GetSectorIndexX(float f) { return (int)GetSectorX(f); } static int GetSectorIndexY(float f) { return (int)GetSectorY(f); } }; CVector &FindPlayerCoors(CVector &v); class CVehicle; CVehicle *FindPlayerVehicle(void); CVehicle *FindPlayerTrain(void);