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openrw/rwengine/include/engine/GameState.hpp

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#pragma once
#ifndef _GAMESTATE_HPP_
#define _GAMESTATE_HPP_
#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
#include <string>
#include <map>
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#include <vector>
#include <objects/ObjectTypes.hpp>
#include <engine/ScreenText.hpp>
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class GameWorld;
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class GameObject;
class ScriptMachine;
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class PlayerController;
struct CutsceneData;
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struct SystemTime
{
uint16_t year;
uint16_t month;
uint16_t dayOfWeek;
uint16_t day;
uint16_t hour;
uint16_t minute;
uint16_t second;
uint16_t millisecond;
};
/** Block 0 State */
struct BasicState
{
/// /!\ This is wchar_t[24] in the original format /!\ we convert on load for convenience
char saveName[48];
SystemTime saveTime;
uint32_t unknown;
uint16_t islandNumber;
glm::vec3 cameraPosition;
uint32_t gameMinuteMS;
uint32_t lastTick;
uint8_t gameHour;
uint8_t _align0[3];
uint8_t gameMinute;
uint8_t _align1[3];
uint16_t padMode;
uint8_t _align2[2];
uint32_t timeMS;
float timeScale;
float timeStep;
float timeStep_unclipped; // Unknown purpose
uint32_t frameCounter;
float timeStep2;
float framesPerUpdate;
float timeScale2;
uint16_t lastWeather;
uint8_t _align3[2];
uint16_t nextWeather;
uint8_t _align4[2];
uint16_t forcedWeather;
uint8_t _align5[2];
float weatherInterpolation;
uint8_t dateTime[24]; // Unused
uint32_t weatherType;
float cameraData;
float cameraData2;
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BasicState ();
};
/** Block 15 player info */
struct PlayerInfo
{
uint16_t money;
uint8_t unknown1;
uint16_t unknown2;
uint8_t unknown3;
float unknown4;
uint16_t displayedMoney;
uint16_t hiddenPackagesCollected;
uint16_t hiddenPackageCount;
uint8_t neverTired;
uint8_t fastReload;
uint8_t thaneOfLibertyCity;
uint8_t singlePayerHealthcare;
uint8_t unknown5[70];
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PlayerInfo ();
};
/** Block 17 */
struct GameStats
{
uint16_t playerKills;
uint16_t otherKills;
uint16_t carsExploded;
uint16_t shotsHit;
uint16_t pedTypesKilled[23];
uint16_t helicoptersDestroyed;
uint16_t playerProgress;
uint16_t explosiveKgsUsed;
uint16_t bulletsFired;
uint16_t bulletsHit;
uint16_t carsCrushed;
uint16_t headshots;
uint16_t timesBusted;
uint16_t timesHospital;
uint16_t daysPassed;
uint16_t mmRainfall;
uint16_t insaneJumpMaxDistance;
uint16_t insaneJumpMaxHeight;
uint16_t insaneJumpMaxFlips;
uint16_t insangeJumpMaxRotation;
/*
* 0 none completed
* 1 insane stunt
* 2 perfect insane stunt
* 3 double insane stunt
* 4 perfect double insane stunt
* 5 triple insane stunt
* 6 perfect " " "
* 7 quadruple
* 8 perfect quadruple
*/
uint16_t bestStunt;
uint16_t uniqueStuntsFound;
uint16_t uniqueStuntsTotal;
uint16_t missionAttempts;
uint16_t missionsPassed;
uint16_t passengersDroppedOff;
uint16_t taxiRevenue;
uint16_t portlandPassed;
uint16_t stauntonPassed;
uint16_t shoresidePassed;
uint16_t bestTurismoTime;
float distanceWalked;
float distanceDriven;
uint16_t patriotPlaygroundTime;
uint16_t aRideInTheParkTime;
uint16_t grippedTime;
uint16_t multistoryMayhemTime;
uint16_t peopleSaved;
uint16_t criminalsKilled;
uint16_t highestParamedicLevel;
uint16_t firesExtinguished;
uint16_t longestDodoFlight;
uint16_t bombDefusalTime;
uint16_t rampagesPassed;
uint16_t totalRampages;
uint16_t totalMissions;
uint16_t fastestTime[16]; // not used
uint16_t highestScore[16];
uint16_t peopleKilledSinceCheckpoint; // ?
uint16_t peopleKilledSinceLastBustedOrWasted;
char lastMissionGXT[8];
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GameStats ();
};
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struct TextDisplayData
{
// This is set by the final display text command.
std::string text;
glm::vec2 position;
glm::vec4 colourFG;
glm::vec4 colourBG;
};
/**
* Stores information about where the game can generate vehicles.
*/
struct VehicleGenerator
{
glm::vec3 position;
float heading;
/** ID of the vehicle to spawn, or -1 for random. */
int vehicleID;
int colourFG;
int colourBG;
bool alwaysSpawn;
short alarmThreshold;
short lockedThreshold;
int minDelay;
int maxDelay;
/** Incrementing timer (in ms), will only spawn a vehicle when minDelay < spawnTimer and will always spawn if maxDelay < spawnTimer */
int lastSpawnTime;
/** Number of vehicles left to spawn 0-100, 101 = never decrement. */
int remainingSpawns;
};
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/**
* Data about a blip
*/
struct BlipData
{
int id;
enum BlipType
{
Location = 0,
Vehicle = 1,
Pickup = 2,
Character = 3,
};
BlipType type;
GameObjectID target;
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// If target is null then use coord
glm::vec3 coord;
/* Texture for use in the radar */
std::string texture;
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enum DisplayMode
{
Hide = 0,
RadarOnly = 1,
Show = 2
};
/* Should the blip be displayed? */
DisplayMode display;
BlipData()
: id(-1), type(Location), target(0), display(Show)
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{ }
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};
/**
* Data for garages
*/
struct GarageInfo
{
enum /*GarageType*/ {
GARAGE_MISSION = 1,
GARAGE_BOMBSHOP1 = 2,
GARAGE_BOMBSHOP2 = 3,
GARAGE_BOMBSHOP3 = 4,
GARAGE_RESPRAY = 5,
GARAGE_INVALID = 6,
GARAGE_SPECIFIC_CARS_ONLY = 7, /* See Opcode 0x21B */
GARAGE_COLLECTCARS1 = 8, /* See Opcode 0x03D4 */
GARAGE_COLLECTCARS2 = 9,
GARAGE_COLLECTCARS3 = 10, /* Unused */
GARAGE_OPENFOREXIT = 11,
GARAGE_INVALID2 = 12,
GARAGE_CRUSHER = 13, /* Unused */
GARAGE_MISSION_KEEPCAR = 14,
GARAGE_FOR_SCRIPT = 15,
GARAGE_HIDEOUT_ONE = 16, /* Portland */
GARAGE_HIDEOUT_TWO = 17, /* Staunton */
GARAGE_HIDEOUT_THREE = 18, /* Shoreside */
GARAGE_FOR_SCRIPT2 = 19,
GARAGE_OPENS_FOR_SPECIFIC_CAR = 20,
GARAGE_OPENS_ONCE = 21
};
glm::vec3 min;
glm::vec3 max;
int type;
};
/**
* Gameplay state object that holds persistent state, and references runtime
* world state.
*/
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struct GameState
{
/**
Basic Game State
*/
BasicState basic;
/**
Player stats
*/
PlayerInfo playerInfo;
/**
Game Stats
*/
GameStats gameStats;
/**
* Second since game was started
*/
float gameTime;
unsigned int currentProgress;
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unsigned int maxProgress;
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unsigned int maxWantedLevel;
GameObjectID playerObject;
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/**
* @brief Stores a pointer to script global that stores the on-mission state.
*/
unsigned int *scriptOnMissionFlag;
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/** Objects created by the current mission */
std::vector<GameObjectID> missionObjects;
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bool overrideNextStart;
glm::vec4 nextRestartLocation;
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bool fadeOut;
float fadeStart;
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float fadeTime;
bool fadeSound;
glm::u16vec3 fadeColour;
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std::string currentSplash;
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bool skipCutscene;
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bool isIntroPlaying;
CutsceneData* currentCutscene;
float cutsceneStartTime;
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/** Flag for rendering cutscene letterbox */
bool isCinematic;
std::string lastMissionName;
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/// Stores the "special" character and cutscene model indices.
std::map<unsigned short, std::string> specialCharacters;
std::map<unsigned short, std::string> specialModels;
/// Handles on screen text behaviour
ScreenText text;
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TextDisplayData nextText;
/**
* Stores temporary, one-tick messages
*/
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std::vector<TextDisplayData> texts;
/** The camera near value currently set by the script */
float cameraNear;
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bool cameraFixed;
glm::vec3 cameraPosition;
glm::quat cameraRotation;
GameObjectID cameraTarget;
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std::vector<VehicleGenerator> vehicleGenerators;
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std::map<int, BlipData> radarBlips;
std::vector<GarageInfo> garages;
/**
* World to use for this state, this isn't saved, just used at runtime
*/
GameWorld* world;
/**
* Script Machine associated with this state if it exists.
*/
ScriptMachine* script;
GameState();
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/**
* Adds a blip to the state, returning it's ID.
*/
int addRadarBlip(BlipData& blip);
/**
* Removes a blip
*/
void removeBlip(int blip);
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};
#endif