/*! * \file include/World.h * \brief The game world (model) * * \author Mongoose * \author xythobuz */ #ifndef _WORLD_H_ #define _WORLD_H_ #include #include #define BAD_BLOOD //!< \todo For temp rendering use #ifdef BAD_BLOOD #include "SkeletalModel.h" #endif #include "WorldData.h" /*! * \brief The game world (model) */ class World { public: enum WorldFlag { fEnableHopping = (1 << 0) }; /*! * \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); std::vector *getEntities(); std::vector *getSprites(); std::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 std::vector mEntities; //!< World entities std::vector mRooms; //!< Map data and meshes std::vector mMeshes; //!< Unanimated meshes std::vector mSprites; //!< Sprites std::vector mModels; //!< Skeletal animation models }; #endif