Open Source Tomb Raider Engine
Vous ne pouvez pas sélectionner plus de 25 sujets Les noms de sujets doivent commencer par une lettre ou un nombre, peuvent contenir des tirets ('-') et peuvent comporter jusqu'à 35 caractères.

OpenRaider.h 6.3KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234
  1. /*!
  2. * \file include/OpenRaider.h
  3. * \brief Main Game Singleton
  4. *
  5. * \author Mongoose
  6. */
  7. #ifndef _OPENRAIDER_H_
  8. #define _OPENRAIDER_H_
  9. #include <map>
  10. #include "Config.h"
  11. #include "List.h"
  12. #include "Vector.h"
  13. #include "TombRaider.h"
  14. #include "Camera.h"
  15. #include "Render.h"
  16. #include "Sound.h"
  17. #include "SDLSystem.h"
  18. #include "Network.h"
  19. #include "World.h"
  20. #include "utils/strings.h"
  21. /*!
  22. * \brief OpenRaider key events.
  23. *
  24. * 0 event reserved for console in System.
  25. */
  26. typedef enum {
  27. OpenRaiderKey_console = 1, //!< Toggle console
  28. OpenRaiderKey_attack, //!< Attack
  29. OpenRaiderKey_forward, //!< Move forward
  30. OpenRaiderKey_left, //!< Move left
  31. OpenRaiderKey_right, //!< Move right
  32. OpenRaiderKey_backward, //!< Move backward
  33. OpenRaiderKey_jump, //!< Jump
  34. OpenRaiderKey_tiltUp, //!< Tilt camera up
  35. OpenRaiderKey_tiltDown, //!< Tilt camera down
  36. OpenRaiderKey_panLeft, //!< Pan camera left
  37. OpenRaiderKey_panRight, //!< Pan camera right
  38. OpenRaiderKey_crouch //!< Crouch
  39. } OpenRaider_KeyEvent;
  40. typedef enum {
  41. OpenRaider_ShowFPS = (1 << 0),
  42. OpenRaider_DebugMap = (1 << 1),
  43. OpenRaider_DebugModel = (1 << 2),
  44. OpenRaider_EnableSound = (1 << 3),
  45. OpenRaider_DumpTexture = (1 << 4),
  46. OpenRaider_FullScreen = (1 << 5),
  47. OpenRaider_Loading = (1 << 6)
  48. } OpenRaider_Flags;
  49. /*!
  50. * \brief Main Game Singleton
  51. */
  52. class OpenRaider : public SDLSystem {
  53. public:
  54. /*!
  55. * \brief Constructs or returns the OpenRaider Singleton
  56. * \returns OpenRaider Singleton
  57. */
  58. static OpenRaider *Instance();
  59. /*!
  60. * \brief Deconstructs an object of OpenRaider
  61. */
  62. ~OpenRaider();
  63. /*!
  64. * \brief Initialize the Game
  65. */
  66. void start();
  67. /*!
  68. * \brief Mouse motion input
  69. * \param x relative x motion
  70. * \param y relative y motion
  71. */
  72. void handleMouseMotionEvent(float x, float y);
  73. /*!
  74. * \brief Receives `Event` bound to `Cmd` from `Key` press
  75. * \param key valid keyboard code
  76. */
  77. void handleBoundKeyPressEvent(unsigned int key);
  78. /*!
  79. * \brief Receives `Event` bound to `Cmd` from `Key` release
  80. * \param key valid keyboard code
  81. */
  82. void handleBoundKeyReleaseEvent(unsigned int key);
  83. /*!
  84. * \brief Executes valid command based on keyword
  85. * \param command valid keyword optionally followed by space separated arguments
  86. * \param mode current type or resource mode
  87. */
  88. void handleCommand(char *command, unsigned int mode);
  89. /*!
  90. * \brief Receives `Key` code from text input in console mode
  91. * \param key valid keyboard code
  92. * \param mod valid modifier code
  93. */
  94. void handleConsoleKeyPressEvent(unsigned int key, unsigned int mod);
  95. /*!
  96. * \brief Executes command associated with key press, if any
  97. * \param key valid keyboard code
  98. * \param mod valid modifier code
  99. */
  100. void handleKeyPressEvent(unsigned int key, unsigned int mod);
  101. /*!
  102. * \brief Executes command associated with key release, if any
  103. * \param key valid keyboard code
  104. * \param mod valid modifier code
  105. */
  106. void handleKeyReleaseEvent(unsigned int key, unsigned int mod);
  107. void initGL();
  108. /*!
  109. * \brief Pass a time frame and render a new frame
  110. */
  111. void gameFrame();
  112. /*!
  113. * \brief Outputs message in game console
  114. * \param dump_stdout if true, also print to stdout
  115. * \param format printf() style format string
  116. */
  117. void print(bool dump_stdout, const char *format, ...) __attribute__((format(printf, 3, 4)));
  118. protected:
  119. /*!
  120. * \brief Constructs an object of OpenRaider
  121. */
  122. OpenRaider();
  123. private:
  124. void consoleCommand(char *cmd);
  125. void soundEvent(int type, int id, vec3_t pos, vec3_t angles);
  126. //void entityEvent(entity_t &e, RaiderEvent event);
  127. void processPakSounds();
  128. /*!
  129. * \brief Loads and positions level sounds and music.
  130. *
  131. * Sound system has to be initialized.
  132. */
  133. void initSound();
  134. /*!
  135. * \brief Generates textures or mipmaps for fonts, splash,
  136. * external particles.
  137. */
  138. void initTextures();
  139. /*!
  140. * \brief Generates tombraider textures or mipmaps for sprites,
  141. * rooms and models.
  142. */
  143. void processTextures();
  144. /*!
  145. * \brief Generates render sprite sequences
  146. */
  147. void processSprites();
  148. void processMoveables();
  149. void processMoveable(int index, int i, int *ent, List <skeletal_model_t *> &cache2, List <unsigned int> &cache, int object_id);
  150. /*!
  151. * \brief Generates render mesh and any textures needed
  152. * for the specified model.
  153. * \param index valid model index
  154. */
  155. void processModel(int index);
  156. /*!
  157. * \brief Generates render mesh and any textures needed
  158. * for the specified room
  159. * \param index valid room index
  160. */
  161. void processRoom(int index);
  162. /*!
  163. * \brief Loads validated level pak from diskfile using maplist
  164. * \param filename level pak file name
  165. */
  166. void loadLevel(char *filename);
  167. void loadPakFolderRecursive(const char *dir);
  168. void menuMapListMove(char dir, bool show);
  169. static OpenRaider *mInstance; //!< Singleton use
  170. TombRaider m_tombraider; //!< Tombraider data support
  171. Sound mSound; //!< 3d Audio support
  172. Render m_render; //!< Rendering support
  173. Camera m_camera; //!< Client camera support
  174. GLString *mText; //!< Hook to textbox like output
  175. // RC vars
  176. unsigned int mMode[8]; //!< Translate System's mode ids to OR's
  177. unsigned int m_flags; //!< Set options by flags
  178. int m_testSFX; //!< Used for mixed channel sound tests
  179. float m_mouseX, m_mouseY; //!< XY axis rotation deltas
  180. unsigned int m_texOffset; //!< Offset of TombRaider textures in list
  181. unsigned int mLevelTextureOffset;
  182. // Game vars
  183. Vector <char *> mMusicList; //!< List of game level music
  184. Vector <char *> mMapList; //!< List of game maps
  185. char m_mapName[32]; //!< Current map filename
  186. char *m_pakDir; //!< Current pak directory
  187. char *m_audioDir; //!< Current audio directory
  188. char *m_homeDir; //!< Current home directory
  189. Vector<entity_t *> mClients; //!< Player entity/clients
  190. };
  191. #endif