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- /* -*- 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. <stu7440@westga.edu>
- *
- *-- Test Defines -----------------------------------------------
- *
- * UNIT_TEST_WORLD - Builds World class as a console unit test
- *
- *-- History ------------------------------------------------
- *
- * 2002.12.16:
- * Mongoose - Created
- ================================================================*/
-
-
- #ifndef _WORLD_H_
- #define _WORLD_H_
-
- #define BAD_BLOOD // 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 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<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]; // 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<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 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<entity_t *> *getEntities();
- Vector<sprite_seq_t *> *getSprites();
- Vector<room_mesh_t *> *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<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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