Open Source Tomb Raider Engine
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  1. /*!
  2. * \file include/World.h
  3. * \brief The game world (model)
  4. *
  5. * \author Mongoose
  6. */
  7. #ifndef _WORLD_H_
  8. #define _WORLD_H_
  9. #define BAD_BLOOD //!< \todo For temp rendering use
  10. #ifdef BAD_BLOOD
  11. #include <SkeletalModel.h>
  12. #endif
  13. #include <List.h>
  14. #include <Vector.h>
  15. #include <MatMath.h>
  16. // Mirrors TombRaider class' room flags really
  17. typedef enum {
  18. roomFlag_underWater = 0x0001
  19. } room_flags_t;
  20. typedef enum {
  21. worldMoveType_walkNoSwim = -1,
  22. worldMoveType_walk = 0,
  23. worldMoveType_noClipping = 1,
  24. worldMoveType_fly = 2,
  25. worldMoveType_swim = 3
  26. } worldMoveType;
  27. typedef struct {
  28. vec3_t pos;
  29. } vertex_t;
  30. /*
  31. typedef struct {
  32. vec2_t uv;
  33. } uv_t;
  34. typedef struct {
  35. vec4_t rgba;
  36. } color_t;
  37. */
  38. typedef struct {
  39. vec2_t st;
  40. } texel_t;
  41. typedef struct {
  42. int num_verts; //!< 4 == Quad, 3 == Triangle, rendered as triangles
  43. vertex_t vertex[4];
  44. texel_t texel[4];
  45. float pos[3];
  46. float radius; //!< \fixme yeah, I know
  47. int texture;
  48. } sprite_t;
  49. typedef struct {
  50. int num_sprites;
  51. sprite_t *sprite;
  52. } sprite_seq_t;
  53. /*! \fixme For now shaders are textures on tex objects
  54. * and materials on color objects. If -1
  55. * then it doesn't have that information yet.
  56. */
  57. typedef struct {
  58. int index[3];
  59. vec_t st[6];
  60. int texture;
  61. unsigned short transparency;
  62. } texture_tri_t;
  63. typedef struct {
  64. Vector<texture_tri_t *> texturedTriangles;
  65. Vector<texture_tri_t *> coloredTriangles;
  66. Vector<texture_tri_t *> texturedRectangles;
  67. Vector<texture_tri_t *> coloredRectangles;
  68. vec3_t center;
  69. float radius;
  70. unsigned int vertexCount;
  71. vec_t *vertices;
  72. unsigned int colorCount;
  73. vec_t *colors;
  74. unsigned int normalCount;
  75. vec_t *normals;
  76. } model_mesh_t;
  77. typedef struct entity_s {
  78. int id; //!< Unique identifier
  79. float pos[3]; //!< World position
  80. float angles[3]; //!< Euler angles (pitch, yaw, roll)
  81. int type; //!< {(0x00, item), (0x01, ai), (0x02, player)}
  82. int room; //!< Current room entity is in
  83. worldMoveType moveType; //!< Type of motion/clipping
  84. bool moving; //!< In motion?
  85. struct entity_s *master; //!< Part of entity chain?
  86. int state; //!< State of the Player, AI, or object
  87. int objectId; //!< What kind of entity?
  88. int modelId; //!< Animation model
  89. void *tmpHook;
  90. bool animate;
  91. /*
  92. float time, lastTime;
  93. int state, lastState;
  94. int event, lastEvent;
  95. int goal;
  96. */
  97. } entity_t;
  98. typedef struct {
  99. int index; //!< model_mesh index
  100. float yaw; //!< angle of rotation on Y
  101. float pos[3]; //!< position
  102. //vec3_t bboxMax;
  103. //vec3_t bboxMin;
  104. } static_model_t;
  105. typedef struct {
  106. float vertices[4][3];
  107. float normal[3];
  108. int adjoining_room;
  109. } portal_t;
  110. typedef struct {
  111. vertex_t a;
  112. vertex_t b;
  113. vertex_t c;
  114. vertex_t d;
  115. } box_t;
  116. typedef struct {
  117. vec_t floor;
  118. vec_t ceiling;
  119. bool wall;
  120. } sector_t;
  121. //! \fixme No room mesh list or sprites and etc
  122. typedef struct {
  123. Vector<int> adjacentRooms;
  124. Vector<portal_t *> portals;
  125. Vector<static_model_t *> models;
  126. Vector<sprite_t *> sprites;
  127. Vector<box_t *> boxes;
  128. Vector<sector_t *> sectors;
  129. int id;
  130. unsigned int flags;
  131. unsigned int numXSectors;
  132. unsigned int numZSectors;
  133. float pos[3];
  134. vec3_t bbox_min;
  135. vec3_t bbox_max;
  136. } room_mesh_t;
  137. // Workout generic entity and a client class from these entities
  138. typedef struct world_entity_s {
  139. vec3_t pos;
  140. vec3_t lastPos;
  141. vec3_t angle;
  142. vec_t ttl;
  143. int type;
  144. int state;
  145. //struct world_entity_s *master;
  146. } world_entity_t;
  147. typedef struct {
  148. vec3_t pos;
  149. vec3_t lastPos;
  150. vec3_t angle;
  151. char clipping;
  152. float time, eventTime, eventTimer;
  153. int state, nextState;
  154. float health;
  155. // Client
  156. unsigned int uid;
  157. char name[32];
  158. int actor, enemy;
  159. // Render
  160. unsigned int model;
  161. unsigned int skin;
  162. unsigned int animFrame;
  163. } actor_entity_t;
  164. enum OpenRaiderEvent {
  165. eNone = 0,
  166. eWeaponDischarge,
  167. eDying,
  168. eDead,
  169. eWounded,
  170. eRunForward,
  171. eRunBackward,
  172. eJump,
  173. eCrouchWalk,
  174. eIdle,
  175. eTaunt,
  176. eTurn,
  177. eRespawn,
  178. eLand
  179. };
  180. /*!
  181. * \brief The game world (model)
  182. */
  183. class World {
  184. public:
  185. enum WorldFlag {
  186. fEnableHopping = 1
  187. };
  188. /*!
  189. * \brief Constructs an object of World
  190. */
  191. World();
  192. /*!
  193. * \brief Deconstructs an object of World
  194. */
  195. ~World();
  196. /*!
  197. * \brief Find room a location is in.
  198. *
  199. * If it fails to be in a room it gives closest overlapping room.
  200. * \param index Guessed room index
  201. * \param x X coordinate
  202. * \param y Y coordinate
  203. * \param z Z coordinate
  204. * \returns correct room index or -1 for unknown
  205. */
  206. int getRoomByLocation(int index, float x, float y, float z);
  207. /*!
  208. * \brief Find room a location is in.
  209. *
  210. * If it fails to be in a room it gives closest overlapping room.
  211. * \param x X coordinate
  212. * \param y Y coordinate
  213. * \param z Z coordinate
  214. * \returns correct room index or -1 for unknown
  215. */
  216. int getRoomByLocation(float x, float y, float z);
  217. /*!
  218. * \brief Looks for portal crossings from xyz to xyz2 segment
  219. * from room[index]
  220. * \param index valid room index
  221. * \param x X coordinate of first point
  222. * \param y Y coordinate of first point
  223. * \param z Z coordinate of first point
  224. * \param x2 X coordinate of second point
  225. * \param y2 Y coordinate of second point
  226. * \param z2 Z coordinate of second point
  227. * \returns index of adjoined room or -1
  228. */
  229. int getAdjoiningRoom(int index,
  230. float x, float y, float z,
  231. float x2, float y2, float z2);
  232. /*!
  233. * \brief Gets the sector index of the position in room
  234. * \param room valid room index
  235. * \param x X coordinate in room
  236. * \param z Z coordinate in room
  237. * \returns sector index of position in room
  238. */
  239. int getSector(int room, float x, float z);
  240. int getSector(int room, float x, float z, float *floor, float *ceiling);
  241. unsigned int getRoomInfo(int room);
  242. /*!
  243. * \brief Check if sector is a wall
  244. * \param room valid room index
  245. * \param sector valid sector index
  246. * \returns true if this sector is a wall
  247. */
  248. bool isWall(int room, int sector);
  249. /*!
  250. * \brief Get the world height at a position
  251. * \param index valid room index
  252. * \param x X coordinate
  253. * \param y will be set to world height in that room
  254. * \param z Z coordinate
  255. * \returns true if position is in a room
  256. */
  257. bool getHeightAtPosition(int index, float x, float *y, float z);
  258. #ifdef BAD_BLOOD
  259. //! \todo Temp methods for rendering use until more refactoring is done
  260. model_mesh_t *getMesh(int index);
  261. skeletal_model_t *getModel(int index);
  262. room_mesh_t *getRoom(int index);
  263. Vector<entity_t *> *getEntities();
  264. Vector<sprite_seq_t *> *getSprites();
  265. Vector<room_mesh_t *> *getRooms();
  266. #endif
  267. /*!
  268. * \brief Set an option flag
  269. * \param flag flag to set
  270. */
  271. void setFlag(WorldFlag flag);
  272. /*!
  273. * \brief Clear an option flag
  274. * \param flag flag to clear
  275. */
  276. void clearFlag(WorldFlag flag);
  277. /*!
  278. * \brief Clears all data in world
  279. * \todo in future will check if data is in use before clearing
  280. */
  281. void destroy();
  282. /*!
  283. * \brief Adds room to world
  284. * \param room room to add
  285. */
  286. void addRoom(room_mesh_t *room);
  287. /*!
  288. * \brief ADds mesh to world
  289. * \param model mesh to add
  290. */
  291. void addMesh(model_mesh_t *model);
  292. /*!
  293. * \brief Adds entity to world
  294. * \param e entity to add
  295. */
  296. void addEntity(entity_t *e);
  297. /*!
  298. * \brief Adds model to world.
  299. * \param model model to add
  300. * \returns next model ID or -1 on error
  301. */
  302. int addModel(skeletal_model_t *model);
  303. /*!
  304. * \brief Adds sprite to world
  305. * \param sprite sprite to add
  306. */
  307. void addSprite(sprite_seq_t *sprite);
  308. /*!
  309. * \brief Move entity in given direction unless collision occurs
  310. * \param e entity to move
  311. * \param movement direction of movement ('f', 'b', 'l' or 'r')
  312. */
  313. void moveEntity(entity_t *e, char movement);
  314. private:
  315. /*!
  316. * \brief Clears all data in world
  317. */
  318. void clear();
  319. bool mClearLock;
  320. unsigned int mFlags; //!< World flags
  321. Vector<entity_t *> mEntities; //!< World entities
  322. Vector<room_mesh_t *> mRooms; //!< Map data and meshes
  323. Vector<model_mesh_t *> mMeshes; //!< Unanimated meshes
  324. Vector<sprite_seq_t *> mSprites; //!< Sprites
  325. Vector<skeletal_model_t *> mModels; //!< Skeletal animation models
  326. };
  327. #endif