/* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */ /*================================================================ * * Project : OpenRaider * Author : Terry 'Mongoose' Hendrix II * Website : http://www.westga.edu/~stu7440/ * Email : stu7440@westga.edu * Object : World * License : No use w/o permission (C) 2002 Mongoose * Comments: The game world ( model ) * * * This file was generated using Mongoose's C++ * template generator script. * *-- Test Defines ----------------------------------------------- * * UNIT_TEST_WORLD - Builds World class as a console unit test * *-- History ------------------------------------------------ * * 2002.12.16: * Mongoose - Created ================================================================*/ #ifndef GUARD__OPENRAIDER_MONGOOSE_WORLD_H_ #define GUARD__OPENRAIDER_MONGOOSE_WORLD_H_ #define BAD_BLOOD // For temp rendering use #ifdef BAD_BLOOD # include "SkeletalModel.h" #endif #include "mstl/List.h" #include "mstl/Vector.h" #include "hel/math.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 vertex_s { vec3_t pos; } vertex_t; typedef struct uv_s { vec2_t uv; } uv_t; typedef struct texel_s { vec2_t st; } texel_t; typedef struct color_s { vec4_t rgba; } color_t; typedef struct sprite_s { int num_verts; // 4 == Quad, 3 == Triangle, renderered as triangles vertex_t vertex[4]; texel_t texel[4]; float pos[3]; float radius; // yeah, I know int texture; } sprite_t; typedef struct sprite_seq_s { 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 texture_tri_s { int index[3]; vec_t st[6]; int texture; unsigned short transparency; } texture_tri_t; typedef struct model_mesh_s { 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]; // Eular 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 static_model_s { 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 portal_s { float vertices[4][3]; float normal[3]; int adjoining_room; } portal_t; typedef struct box_s { vertex_t a; vertex_t b; vertex_t c; vertex_t d; } box_t; typedef struct sector_s { vec_t floor; vec_t ceiling; bool wall; } sector_t; // FIXME: No room mesh list or sprites and etc typedef struct room_mesh_s { 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 actor_entity_s { 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 }; class World { public: enum WorldFlag { fEnableHopping = 1 }; //////////////////////////////////////////////////////////// // Constructors //////////////////////////////////////////////////////////// World(); /*------------------------------------------------------ * Pre : * Post : Constructs an object of World * *-- History ------------------------------------------ * * 2002.12.16: * Mongoose - Created ------------------------------------------------------*/ ~World(); /*------------------------------------------------------ * Pre : World object is allocated * Post : Deconstructs an object of World * *-- History ------------------------------------------ * * 2002.12.16: * Mongoose - Created ------------------------------------------------------*/ //////////////////////////////////////////////////////////// // Public Accessors //////////////////////////////////////////////////////////// int getRoomByLocation(int index, float x, float y, float z); /*------------------------------------------------------ * Pre : index - Guessed room index * Post : Returns correct room index or -1 for unknown * * NOTE: If it fails to be in a room it gives * closest overlapping room * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ int getRoomByLocation(float x, float y, float z); /*------------------------------------------------------ * Pre : * Post : Returns correct room index or -1 for unknown * * NOTE: If it fails to be in a room it gives * closest overlapping room * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ int getAdjoiningRoom(int index, float x, float y, float z, float x2, float y2, float z2); /*------------------------------------------------------ * Pre : * Post : Looks for portal crossings from xyz to xyz2 segment * from room[index] returns index of adjoined room or -1 * *-- History ------------------------------------------ * * 2003.05.29: * Mongoose - Created ------------------------------------------------------*/ int getSector(int room, float x, float z); int getSector(int room, float x, float z, float *floor, float *ceiling); /*------------------------------------------------------ * Pre : room - valid room index * Post : Gets the sector index of the position in room * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ unsigned int getRoomInfo(int room); /*------------------------------------------------------ * Pre : * Post : * *-- History ------------------------------------------ * * 2003.05.28: * Mongoose - Created ------------------------------------------------------*/ bool isWall(int room, int sector); /*------------------------------------------------------ * Pre : room - valid room index * sector - valid sector index * Post : Returns true if this sector is a wall * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ bool getHeightAtPosition(int index, float x, float *y, float z); /*------------------------------------------------------ * Pre : index - valid room index * Post : Returns true if position is in a room * and sets y to the world height in that room * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ // Temp methods for rendering use until more refactoring is done #ifdef BAD_BLOOD 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 //////////////////////////////////////////////////////////// // Public Mutators //////////////////////////////////////////////////////////// void setFlag(WorldFlag flag); /*------------------------------------------------------ * Pre : * Post : Sets option flag * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ void clearFlag(WorldFlag flag); /*------------------------------------------------------ * Pre : * Post : Clears option flag * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ void destroy(); /*------------------------------------------------------ * Pre : * Post : Clears all data in world, in future will check * if data is in use before clearing * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created ------------------------------------------------------*/ void addRoom(room_mesh_t *room); /*------------------------------------------------------ * Pre : * Post : Adds object to world * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ void addMesh(model_mesh_t *model); /*------------------------------------------------------ * Pre : * Post : Adds object to world * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ void addEntity(entity_t *e); /*------------------------------------------------------ * Pre : * Post : Adds object to world * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ int addModel(skeletal_model_t *model); /*------------------------------------------------------ * Pre : * Post : Adds object to world, returns next model Id * or -1 if failed to add model to world * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ void addSprite(sprite_seq_t *sprite); /*------------------------------------------------------ * Pre : * Post : Adds object to world * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created, factored out of Render class ------------------------------------------------------*/ void moveEntity(entity_t *e, char movement); /*------------------------------------------------------ * Pre : movement - 'f' orward * 'b' ackward * 'l' eft * 'r' ight * * Post : Move entity e in a given direction, unless * a collision ocurrs * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Moved to WOrld class * * 2002.09.02: * Mongoose - Created ------------------------------------------------------*/ private: //////////////////////////////////////////////////////////// // Private Accessors //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// // Private Mutators //////////////////////////////////////////////////////////// void clear(); /*------------------------------------------------------ * Pre : * Post : Clears all data in world * *-- History ------------------------------------------ * * 2002.12.20: * Mongoose - Created ------------------------------------------------------*/ 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