/*! * \file include/World.h * \brief The game world (model) * * \author Mongoose */ #ifndef _WORLD_H_ #define _WORLD_H_ #define BAD_BLOOD //!< \todo For temp rendering use #ifdef BAD_BLOOD #include "SkeletalModel.h" #endif #include "List.h" #include "Vector.h" #include "MatMath.h" // Mirrors TombRaider class' room flags really typedef enum { roomFlag_underWater = 0x0001 } room_flags_t; typedef enum { worldMoveType_walkNoSwim = -1, worldMoveType_walk = 0, worldMoveType_noClipping = 1, worldMoveType_fly = 2, worldMoveType_swim = 3 } worldMoveType; typedef struct { vec3_t pos; } vertex_t; /* typedef struct { vec2_t uv; } uv_t; typedef struct { vec4_t rgba; } color_t; */ typedef struct { vec2_t st; } texel_t; typedef struct { int num_verts; //!< 4 == Quad, 3 == Triangle, rendered as triangles vertex_t vertex[4]; texel_t texel[4]; float pos[3]; float radius; //!< \fixme yeah, I know int texture; } sprite_t; typedef struct { int num_sprites; sprite_t *sprite; } sprite_seq_t; /*! \fixme For now shaders are textures on tex objects * and materials on color objects. If -1 * then it doesn't have that information yet. */ typedef struct { int index[3]; vec_t st[6]; int texture; unsigned short transparency; } texture_tri_t; typedef struct { Vector texturedTriangles; Vector coloredTriangles; Vector texturedRectangles; Vector coloredRectangles; vec3_t center; float radius; unsigned int vertexCount; vec_t *vertices; unsigned int colorCount; vec_t *colors; unsigned int normalCount; vec_t *normals; } model_mesh_t; typedef struct entity_s { int id; //!< Unique identifier float pos[3]; //!< World position float angles[3]; //!< Euler angles (pitch, yaw, roll) int type; //!< {(0x00, item), (0x01, ai), (0x02, player)} int room; //!< Current room entity is in worldMoveType moveType; //!< Type of motion/clipping bool moving; //!< In motion? struct entity_s *master; //!< Part of entity chain? int state; //!< State of the Player, AI, or object int objectId; //!< What kind of entity? int modelId; //!< Animation model void *tmpHook; bool animate; /* float time, lastTime; int state, lastState; int event, lastEvent; int goal; */ } entity_t; typedef struct { int index; //!< model_mesh index float yaw; //!< angle of rotation on Y float pos[3]; //!< position //vec3_t bboxMax; //vec3_t bboxMin; } static_model_t; typedef struct { float vertices[4][3]; float normal[3]; int adjoining_room; } portal_t; typedef struct { vertex_t a; vertex_t b; vertex_t c; vertex_t d; } box_t; typedef struct { vec_t floor; vec_t ceiling; bool wall; } sector_t; //! \fixme No room mesh list or sprites and etc typedef struct { Vector adjacentRooms; Vector portals; Vector models; Vector sprites; Vector boxes; Vector sectors; int id; unsigned int flags; unsigned int numXSectors; unsigned int numZSectors; float pos[3]; vec3_t bbox_min; vec3_t bbox_max; } room_mesh_t; // Workout generic entity and a client class from these entities typedef struct world_entity_s { vec3_t pos; vec3_t lastPos; vec3_t angle; vec_t ttl; int type; int state; //struct world_entity_s *master; } world_entity_t; typedef struct { vec3_t pos; vec3_t lastPos; vec3_t angle; char clipping; float time, eventTime, eventTimer; int state, nextState; float health; // Client unsigned int uid; char name[32]; int actor, enemy; // Render unsigned int model; unsigned int skin; unsigned int animFrame; } actor_entity_t; enum OpenRaiderEvent { eNone = 0, eWeaponDischarge, eDying, eDead, eWounded, eRunForward, eRunBackward, eJump, eCrouchWalk, eIdle, eTaunt, eTurn, eRespawn, eLand }; /*! * \brief The game world (model) */ class World { public: enum WorldFlag { fEnableHopping = 1 }; /*! * \brief Constructs an object of World */ World(); /*! * \brief Deconstructs an object of World */ ~World(); /*! * \brief Find room a location is in. * * If it fails to be in a room it gives closest overlapping room. * \param index Guessed room index * \param x X coordinate * \param y Y coordinate * \param z Z coordinate * \returns correct room index or -1 for unknown */ int getRoomByLocation(int index, float x, float y, float z); /*! * \brief Find room a location is in. * * If it fails to be in a room it gives closest overlapping room. * \param x X coordinate * \param y Y coordinate * \param z Z coordinate * \returns correct room index or -1 for unknown */ int getRoomByLocation(float x, float y, float z); /*! * \brief Looks for portal crossings from xyz to xyz2 segment * from room[index] * \param index valid room index * \param x X coordinate of first point * \param y Y coordinate of first point * \param z Z coordinate of first point * \param x2 X coordinate of second point * \param y2 Y coordinate of second point * \param z2 Z coordinate of second point * \returns index of adjoined room or -1 */ int getAdjoiningRoom(int index, float x, float y, float z, float x2, float y2, float z2); /*! * \brief Gets the sector index of the position in room * \param room valid room index * \param x X coordinate in room * \param z Z coordinate in room * \returns sector index of position in room */ int getSector(int room, float x, float z); int getSector(int room, float x, float z, float *floor, float *ceiling); unsigned int getRoomInfo(int room); /*! * \brief Check if sector is a wall * \param room valid room index * \param sector valid sector index * \returns true if this sector is a wall */ bool isWall(int room, int sector); /*! * \brief Get the world height at a position * \param index valid room index * \param x X coordinate * \param y will be set to world height in that room * \param z Z coordinate * \returns true if position is in a room */ bool getHeightAtPosition(int index, float x, float *y, float z); #ifdef BAD_BLOOD //! \todo Temp methods for rendering use until more refactoring is done model_mesh_t *getMesh(int index); skeletal_model_t *getModel(int index); room_mesh_t *getRoom(int index); Vector *getEntities(); Vector *getSprites(); Vector *getRooms(); #endif /*! * \brief Set an option flag * \param flag flag to set */ void setFlag(WorldFlag flag); /*! * \brief Clear an option flag * \param flag flag to clear */ void clearFlag(WorldFlag flag); /*! * \brief Clears all data in world * \todo in future will check if data is in use before clearing */ void destroy(); /*! * \brief Adds room to world * \param room room to add */ void addRoom(room_mesh_t *room); /*! * \brief ADds mesh to world * \param model mesh to add */ void addMesh(model_mesh_t *model); /*! * \brief Adds entity to world * \param e entity to add */ void addEntity(entity_t *e); /*! * \brief Adds model to world. * \param model model to add * \returns next model ID or -1 on error */ int addModel(skeletal_model_t *model); /*! * \brief Adds sprite to world * \param sprite sprite to add */ void addSprite(sprite_seq_t *sprite); /*! * \brief Move entity in given direction unless collision occurs * \param e entity to move * \param movement direction of movement ('f', 'b', 'l' or 'r') */ void moveEntity(entity_t *e, char movement); private: /*! * \brief Clears all data in world */ void clear(); bool mClearLock; unsigned int mFlags; //!< World flags Vector mEntities; //!< World entities Vector mRooms; //!< Map data and meshes Vector mMeshes; //!< Unanimated meshes Vector mSprites; //!< Sprites Vector mModels; //!< Skeletal animation models }; #endif