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openrw/rwengine/include/engine/GameData.hpp

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#pragma once
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#ifndef _GAMEDATA_HPP_
#define _GAMEDATA_HPP_
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#include <engine/RWTypes.hpp>
#include <loaders/LoaderIMG.hpp>
#include <loaders/TextureLoader.hpp>
#include <loaders/LoaderDFF.hpp>
#include <loaders/LoaderIDE.hpp>
#include <loaders/LoaderIFP.hpp>
#include <loaders/WeatherLoader.hpp>
#include <objects/VehicleInfo.hpp>
#include <data/CollisionModel.hpp>
#include <data/GameTexts.hpp>
#include <audio/MADStream.hpp>
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#include <memory>
struct DynamicObjectData;
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struct WeaponData;
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class GameWorld;
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class TextureAtlas;
class SCMFile;
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/**
* @brief Stores simple data about Textures such as transparency flags.
*
* @todo Covert usage to TextureHandles or something for streaming.
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*/
struct TextureInfo
{
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/// Texture Name
GLuint texName;
/// Transparent flag.
bool transparent;
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TextureInfo(GLuint tex, bool t)
: texName(tex), transparent(t) {}
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TextureInfo()
: texName(0), transparent(false) {}
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};
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/**
* @brief Loads and stores all "static" data such as loaded models, handling
* information, weather etc.
*
* @todo Move parsing of one-off data files from this class.
* @todo Improve how Loaders and written and used
* @todo Considering implementation of streaming data and object handles.
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*/
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class GameData
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{
private:
std::string datpath;
std::string splash;
public:
/**
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* @struct FileInfo
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* Stores information about a file the engine might want to load
*/
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struct FileInfo
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{
bool archived; /// Is the file inside an IMG or on the filesystem?
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std::string path; /// Path to the file containing the file.
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};
/**
* ctor
* @param path Path to the root of the game data.
*/
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GameData(const std::string& path = "");
~GameData();
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GameWorld* engine;
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/**
* Returns the current platform
*/
std::string getPlatformString()
{
return "PC";
}
/**
* Loads the data contained in the given file
*/
void loadIDE(const std::string& name);
/**
* Handles the parsing of a COL file.
*/
void loadCOL(const size_t zone, const std::string& name);
/**
* Handles the loading of an IMG's data
*/
void loadIMG(const std::string& name);
void loadIPL(const std::string& name);
void loadCarcols(const std::string& path);
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void loadWeather(const std::string& path);
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void loadHandling(const std::string& path);
SCMFile* loadSCM(const std::string& path);
void loadGXT(const std::string& name);
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/**
* Loads water level data
*/
void loadWaterpro(const std::string& path);
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void loadWater(const std::string& path);
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void load();
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/**
* Loads a GTA3.dat file with the name path
*/
void parseDAT(const std::string& path);
/**
* Attempts to load a TXD, or does nothing if it has already been loaded
*/
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void loadTXD(const std::string& name, bool async = false);
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/**
* Attempts to load a DFF or does nothing if is already loaded
*/
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void loadDFF(const std::string& name, bool async = false);
/**
* Loads an IFP file containing animations
*/
void loadIFP(const std::string& name);
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/**
* Loads data from an object definition dat.
*/
void loadDynamicObjects(const std::string& name);
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/**
* Loads weapon.dat
*/
void loadWeaponDAT(const std::string& name);
bool loadAudio(MADStream &music, const std::string& name);
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void loadSplash(const std::string& name);
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/**
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* Returns a pointer to the named file if it is available,
* the memory must be freed by the caller.
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* @param name the filename in the archive
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* @return pointer to the data, NULL if it is not available
*/
char* openFile(const std::string& name);
FileHandle openFile2(const std::string& name);
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/**
* @brief loadFile Marks a file as open, and opens it.
* @param name
* @return
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*/
char* loadFile(const std::string& name);
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/**
* @brief getAtlas Returns atlas i, creating it if the situation calls for it.
* "the situation" being the last atlas has more than 0 textures packed.
* @param i
* @return
*/
TextureAtlas* getAtlas(size_t i);
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/**
* Files that have been loaded previously
*/
std::map<std::string, bool> loadedFiles;
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/**
* Maps the paths in GTA3.dat to the real paths
*/
std::map<std::string, std::string> iplLocations;
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std::map<std::string, std::string> ideLocations;
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/**
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* Maps file names to data about the file.
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*/
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std::map<std::string, FileInfo> _knownFiles;
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/**
* Map of loaded archives
*/
std::map<std::string, LoaderIMG> archives;
/**
* The vehicle colour palettes
*/
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std::vector<glm::u8vec3> vehicleColours;
/**
* The vehicle colours for each vehicle type
*/
std::map<std::string, std::vector<std::pair<size_t,size_t>>> vehiclePalettes;
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/**
* Vehicle information
*/
std::map<std::string, VehicleInfoHandle> vehicleInfo;
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/**
* Texture Loader
*/
TextureLoader textureLoader;
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/**
* Weather Loader
*/
WeatherLoader weatherLoader;
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/**
* Loaded models
*/
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std::map<std::string, ModelHandle*> models;
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/**
* Loaded Textures and their atlas entries.
*/
std::map<std::pair<std::string, std::string>, TextureInfo> textures;
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/**
* Texture atlases.
*/
std::vector<TextureAtlas*> atlases;
/**
* Loaded Animations
*/
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AnimationSet animations;
/**
* CollisionModel data.
*/
std::map<std::string, std::unique_ptr<CollisionModel>> collisions;
/**
* DynamicObjectData
*/
std::map<std::string, std::shared_ptr<DynamicObjectData>> dynamicObjectData;
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std::map<std::string, std::shared_ptr<WeaponData>> weaponData;
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/**
* @struct WaterArea
* Stores Water Rectangle Information
*/
struct WaterArea
{
float height;
float xLeft, yBottom;
float xRight, yTop;
};
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/**
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* Water Areas
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*/
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std::vector<WaterArea> waterBlocks;
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/**
* Water heights
*/
float waterHeights[48];
/**
* Visible water heights
*/
uint8_t visibleWater[64*64];
/**
* The "real" water heights
*/
uint8_t realWater[128*128];
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int getWaterIndexAt(const glm::vec3& ws) const;
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float getWaveHeightAt(const glm::vec3& ws) const;
GameTexts texts;
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};
#endif