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- /*!
- * \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<texture_tri_t *> texturedTriangles;
- Vector<texture_tri_t *> coloredTriangles;
- Vector<texture_tri_t *> texturedRectangles;
- Vector<texture_tri_t *> 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<int> adjacentRooms;
- Vector<portal_t *> portals;
- Vector<static_model_t *> models;
- Vector<sprite_t *> sprites;
- Vector<box_t *> boxes;
- Vector<sector_t *> 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<entity_t *> *getEntities();
- Vector<sprite_seq_t *> *getSprites();
- Vector<room_mesh_t *> *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<entity_t *> mEntities; //!< World entities
- Vector<room_mesh_t *> mRooms; //!< Map data and meshes
- Vector<model_mesh_t *> mMeshes; //!< Unanimated meshes
- Vector<sprite_seq_t *> mSprites; //!< Sprites
- Vector<skeletal_model_t *> mModels; //!< Skeletal animation models
- };
-
- #endif
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