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- /*!
- * \file include/OpenRaider.h
- * \brief Main Game Singleton
- *
- * \author Mongoose
- */
-
- #ifndef _OPENRAIDER_H_
- #define _OPENRAIDER_H_
-
- #include <List.h>
- #include <Map.h>
- #include <Vector.h>
- #include <TombRaider.h>
- #include <Camera.h>
- #include <Render.h>
- #include <Sound.h>
- #include <SDLSystem.h>
- #include <Network.h>
- #include <World.h>
-
- /*!
- * \brief OpenRaider key events.
- *
- * 0 event reserved for console in System.
- */
- typedef enum {
- OpenRaiderKey_console = 1, //!< Toggle console
- OpenRaiderKey_attack, //!< Attack
- OpenRaiderKey_forward, //!< Move forward
- OpenRaiderKey_left, //!< Move left
- OpenRaiderKey_right, //!< Move right
- OpenRaiderKey_backward, //!< Move backward
- OpenRaiderKey_jump, //!< Jump
- OpenRaiderKey_tiltUp, //!< Tilt camera up
- OpenRaiderKey_tiltDown, //!< Tilt camera down
- OpenRaiderKey_panLeft, //!< Pan camera left
- OpenRaiderKey_panRight, //!< Pan camera right
- OpenRaiderKey_crouch //!< Crouch
- } OpenRaider_KeyEvent;
-
- typedef enum {
- OpenRaider_ShowFPS = (1 << 0),
- OpenRaider_DebugMap = (1 << 1),
- OpenRaider_DebugModel = (1 << 2),
- OpenRaider_EnableSound = (1 << 3),
- OpenRaider_DumpTexture = (1 << 4),
- OpenRaider_FullScreen = (1 << 5),
- OpenRaider_Loading = (1 << 6)
- } OpenRaider_Flags;
-
- /*!
- * \brief Main Game Singleton
- */
- class OpenRaider : public SDLSystem {
- public:
-
- /*!
- * \brief Constructs or returns the OpenRaider Singleton
- * \returns OpenRaider Singleton
- */
- static OpenRaider *Instance();
-
- /*!
- * \brief Deconstructs an object of OpenRaider
- */
- ~OpenRaider();
-
- /*!
- * \brief Initialize the Game
- */
- void start();
-
- /*!
- * \brief Mouse motion input
- * \param x relative x motion
- * \param y relative y motion
- */
- void handleMouseMotionEvent(float x, float y);
-
- /*!
- * \brief Receives `Event` bound to `Cmd` from `Key` press
- * \param key valid keyboard code
- */
- void handleBoundKeyPressEvent(unsigned int key);
-
- /*!
- * \brief Receives `Event` bound to `Cmd` from `Key` release
- * \param key valid keyboard code
- */
- void handleBoundKeyReleaseEvent(unsigned int key);
-
- /*!
- * \brief Executes valid command based on keyword
- * \param command valid keyword optionally followed by space separated arguments
- * \param mode current type or resource mode
- */
- void handleCommand(char *command, unsigned int mode);
-
- /*!
- * \brief Receives `Key` code from text input in console mode
- * \param key valid keyboard code
- * \param mod valid modifier code
- */
- void handleConsoleKeyPressEvent(unsigned int key, unsigned int mod);
-
- /*!
- * \brief Executes command associated with key press, if any
- * \param key valid keyboard code
- * \param mod valid modifier code
- */
- void handleKeyPressEvent(unsigned int key, unsigned int mod);
-
- /*!
- * \brief Executes command associated with key release, if any
- * \param key valid keyboard code
- * \param mod valid modifier code
- */
- void handleKeyReleaseEvent(unsigned int key, unsigned int mod);
-
- void initGL();
-
- /*!
- * \brief Pass a time frame and render a new frame
- */
- void gameFrame();
-
- /*!
- * \brief Outputs message in game console
- * \param dump_stdout if true, also print to stdout
- * \param format printf() style format string
- */
- __attribute__((format(printf, 3, 4)))
- void print(bool dump_stdout, const char *format, ...);
-
- protected:
-
- /*!
- * \brief Constructs an object of OpenRaider
- */
- OpenRaider();
-
- private:
-
- void consoleCommand(char *cmd);
-
- void soundEvent(int type, int id, vec3_t pos, vec3_t angles);
-
- //void entityEvent(entity_t &e, RaiderEvent event);
-
- void processPakSounds();
-
- /*!
- * \brief Loads and positions level sounds and music.
- *
- * Sound system has to be initialized.
- */
- void initSound();
-
- /*!
- * \brief Generates textures or mipmaps for fonts, splash,
- * external particles.
- */
- void initTextures();
-
- /*!
- * \brief Generates tombraider textures or mipmaps for sprites,
- * rooms and models.
- */
- void processTextures();
-
- /*!
- * \brief Generates render sprite sequences
- */
- void processSprites();
-
- void processMoveables();
-
- void processMoveable(int index, int i, int *ent, List <skeletal_model_t *> &cache2, List <unsigned int> &cache, int object_id);
-
- /*!
- * \brief Generates render mesh and any textures needed
- * for the specified model.
- * \param index valid model index
- */
- void processModel(int index);
-
- /*!
- * \brief Generates render mesh and any textures needed
- * for the specified room
- * \param index valid room index
- */
- void processRoom(int index);
-
- /*!
- * \brief Loads validated level pak from diskfile using maplist
- * \param filename level pak file name
- */
- void loadLevel(char *filename);
-
- void loadPakFolderRecursive(const char *dir);
-
- void menuMapListMove(char dir, bool show);
-
- static OpenRaider *mInstance; //!< Singleton use
- TombRaider m_tombraider; //!< Tombraider data support
- Sound mSound; //!< 3d Audio support
- Render m_render; //!< Rendering support
- Camera m_camera; //!< Client camera support
- GLString *mText; //!< Hook to textbox like output
-
- // RC vars
-
- unsigned int mMode[8]; //!< Translate System's mode ids to OR's
- unsigned int m_flags; //!< Set options by flags
- int m_testSFX; //!< Used for mixed channel sound tests
- float m_mouseX, m_mouseY; //!< XY axis rotation deltas
- unsigned int m_texOffset; //!< Offset of TombRaider textures in list
- unsigned int mLevelTextureOffset;
-
- // Game vars
-
- Vector <char *> mMusicList; //!< List of game level music
- Vector <char *> mMapList; //!< List of game maps
- char m_mapName[32]; //!< Current map filename
- char *m_pakDir; //!< Current pak directory
- char *m_audioDir; //!< Current audio directory
- char *m_homeDir; //!< Current home directory
- Vector<entity_t *> mClients; //!< Player entity/clients
- };
-
- #endif
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