/*! * \file include/Room.h * \brief World Room Mesh * * \author xythobuz */ #ifndef _ROOM_H_ #define _ROOM_H_ #include #include "Mesh.h" #include "Sprite.h" #include "TombRaider.h" #include "RoomData.h" typedef enum { RoomFlagUnderWater = (1 << 0) } RoomFlags; class Room { public: Room(TombRaider& tr, unsigned int index); Room(); ~Room(); BoundingBox& getBoundingBox(); void display(bool alpha); bool isWall(unsigned long sector); long getSector(float x, float z, float* floor, float* ceiling); long getSector(float x, float z); void getHeightAtPosition(float x, float* y, float z); int getAdjoiningRoom(float x, float y, float z, float x2, float y2, float z2); unsigned int getNumXSectors(); unsigned int getNumZSectors(); void getPos(float p[3]); void setFlags(unsigned int f); unsigned int getFlags(); unsigned long sizeAdjacentRooms(); long getAdjacentRoom(unsigned long index); void addAdjacentRoom(long r); unsigned long sizePortals(); Portal& getPortal(unsigned long index); void addPortal(Portal* p); unsigned long sizeSectors(); Sector& getSector(unsigned long index); void addSector(Sector* s); unsigned long sizeBox(); Box& getBox(unsigned long index); void addBox(Box* b); unsigned long sizeModels(); StaticModel& getModel(unsigned long index); void addModel(StaticModel* s); unsigned long sizeLights(); Light& getLight(unsigned long index); void addLight(Light* l); unsigned long sizeSprites(); Sprite& getSprite(unsigned long index); void addSprite(Sprite* s); private: void sortModels(); unsigned int flags; unsigned int numXSectors; unsigned int numZSectors; float pos[3]; BoundingBox bbox; Mesh mesh; std::vector adjacentRooms; std::vector sprites; std::vector models; std::vector portals; std::vector boxes; std::vector sectors; std::vector lights; // Was used for "depth sorting" render list, but never assigned...?! //float dist; // Distance to near plane, move to room? }; #endif