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openrw/rwengine/include/engine/GameWorld.hpp

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#pragma once
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#ifndef _GAMEWORLD_HPP_
#define _GAMEWORLD_HPP_
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class Logger;
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#include <engine/GameData.hpp>
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#include <engine/GameState.hpp>
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#include <ai/AIGraphNode.hpp>
#include <ai/AIGraph.hpp>
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#include <audio/SoundManager.hpp>
class CutsceneObject;
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class WorkContext;
class GameObject;
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class CharacterObject;
class InstanceObject;
class VehicleObject;
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#include <render/VisualFX.hpp>
struct WeaponScan;
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#include <glm/glm.hpp>
#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
#include <vector>
#include <set>
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#include <queue>
#include <random>
/**
* Information about "Goal" locations so they can be rendered
* (this doesn't really belong here).
*/
struct AreaIndicatorInfo
{
enum AreaIndicatorType
{
Cylinder
};
AreaIndicatorType type;
glm::vec3 position;
glm::vec3 radius;
};
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/**
* @brief Handles all data relating to object instances and other "worldly" state.
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*/
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class GameWorld
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{
public:
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GameWorld(Logger* log, const std::string& gamepath);
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~GameWorld();
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Logger* logger;
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/**
* Loads an IDE into the game
*/
bool defineItems(const std::string& name);
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/**
* Loads an IPL into the game.
* @param name The name of the IPL as it appears in the games' gta.dat
*/
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bool placeItems(const std::string& name);
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void createTraffic(const glm::vec3& near);
void cleanupTraffic(const glm::vec3& focus);
/**
* Creates an instance
*/
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InstanceObject *createInstance(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
uint16_t findModelDefinition(const std::string model);
/**
* @brief Creates an InstanceObject for use in the current Cutscene.
*/
CutsceneObject *createCutsceneObject(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
/**
* Creates a vehicle
*/
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VehicleObject *createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
/**
* Creates a pedestrian.
*/
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CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
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/**
* Destroys an existing Object
*/
void destroyObject(GameObject* object);
/**
* @brief Put an object on the deletion queue.
*/
void destroyObjectQueued(GameObject* object);
/**
* @brief Destroys all objects on the destruction queue.
*/
void destroyQueuedObjects();
/**
* Performs a weapon scan against things in the world
*/
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void doWeaponScan(const WeaponScan &scan );
/**
* Allocates a new VisualFX of the given type
*/
VisualFX* createEffect(VisualFX::EffectType type);
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/**
* Immediately destoys the given effect
*/
void destroyEffect(VisualFX* effect);
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/**
* Returns the current hour
*/
int getHour();
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/**
* Returns the current minute
*/
int getMinute();
glm::vec3 getGroundAtPosition(const glm::vec3& pos) const;
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/**
* Game Clock
*/
float gameTime;
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/**
* Game data
*/
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GameData gameData;
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/**
* Gameplay state
*/
GameState state;
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/**
* State of playing sounds
*/
SoundManager sound;
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/**
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* Object Definitions
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*/
std::map<ObjectID, ObjectInformationPtr> objectTypes;
template<class T> std::shared_ptr<T> findObjectType(ObjectID id)
{
auto f = objectTypes.find(id);
/// @TODO don't instanciate an object here just to read .type
T tmp;
if( f != objectTypes.end() && f->second->class_type == tmp.class_type )
{
return std::static_pointer_cast<T>(f->second);
}
return nullptr;
}
/**
* Paths associated with each object definition.
*/
std::map<uint16_t, std::vector<std::shared_ptr<PathData>>> objectNodes;
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/**
* @brief objects All active GameObjects in the world.
* @todo add some mechanism to allow objects to be "locked" preventing deletion.
* @todo add deletion queue to allow objects to self delete.
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*/
std::set<GameObject*> objects;
std::set<GameObject*> characters;
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/**
* Map of Model Names to Instances
*/
std::map<std::string, InstanceObject*> modelInstances;
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/**
* AI Graph
*/
AIGraph aigraph;
/**
* Visual Effects
* @todo Consider using lighter handing mechanism
*/
std::vector<VisualFX*> effects;
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/**
* Randomness Engine
*/
std::default_random_engine randomEngine;
/**
* Bullet
*/
btDefaultCollisionConfiguration* collisionConfig;
btCollisionDispatcher* collisionDispatcher;
btBroadphaseInterface* broadphase;
btSequentialImpulseConstraintSolver* solver;
btDiscreteDynamicsWorld* dynamicsWorld;
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/**
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* @brief physicsNearCallback
* Used to implement uprooting and other physics oddities.
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*/
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static bool ContactProcessedCallback(btManifoldPoint& mp, void* body0, void* body1);
/**
* @brief PhysicsTickCallback updates object each physics tick.
* @param physWorld
* @param timeStep
*/
static void PhysicsTickCallback(btDynamicsWorld* physWorld, btScalar timeStep);
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/**
* Work related
*/
WorkContext* _work;
/**
* @brief Loads and starts the named cutscene.
* @param name
*/
void loadCutscene(const std::string& name);
void startCutscene();
void clearCutscene();
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bool isCutsceneDone();
sf::SoundStream* cutsceneAudio;
bool cutsceneAudioLoaded;
sf::SoundBuffer* missionAudio;
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sf::Sound missionSound;
/**
* @brief loads a model into a special character slot.
*/
void loadSpecialCharacter(const unsigned short index, const std::string& name);
void loadSpecialModel(const unsigned short index, const std::string& name);
void disableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min, const glm::vec3& max);
void enableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min, const glm::vec3& max);
void drawAreaIndicator(AreaIndicatorInfo::AreaIndicatorType type, glm::vec3 position, glm::vec3 radius);
const std::vector<AreaIndicatorInfo>& getAreaIndicators() const { return areaIndicators; }
void clearTickData();
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void setPaused(bool pause);
bool isPaused() const;
private:
/**
* @brief Used by objects to delete themselves during updates.
*/
std::queue<GameObject*> deletionQueue;
std::vector<AreaIndicatorInfo> areaIndicators;
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/**
* Flag for pausing the simulation
*/
bool paused;
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};
#endif