2014-09-16 20:22:43 +02:00
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#ifndef _RWGAME_HPP_
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#define _RWGAME_HPP_
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2015-03-30 03:45:58 +02:00
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2016-09-09 22:13:20 +02:00
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#include <chrono>
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2015-04-18 02:11:17 +02:00
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#include <engine/GameData.hpp>
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2014-09-16 20:22:43 +02:00
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#include <engine/GameWorld.hpp>
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2015-03-05 17:36:14 +01:00
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#include <render/GameRenderer.hpp>
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#include <render/DebugDraw.hpp>
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#include <script/ScriptMachine.hpp>
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2014-09-16 20:22:43 +02:00
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#include "game.hpp"
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2016-10-16 19:21:50 +02:00
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#include "GameBase.hpp"
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2014-09-16 20:22:43 +02:00
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2015-05-03 06:22:03 +02:00
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class PlayerController;
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class RWGame : public GameBase {
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WorkContext work;
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GameData data;
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GameRenderer renderer;
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DebugDraw debug;
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GameState* state = nullptr;
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GameWorld* world = nullptr;
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ScriptMachine* script = nullptr;
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std::chrono::steady_clock clock;
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std::chrono::steady_clock::time_point last_clock_time;
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bool inFocus = true;
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ViewCamera lastCam, nextCam;
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2016-10-12 01:29:24 +02:00
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enum class DebugViewMode {
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Disabled,
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General,
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Physics,
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Navigation,
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Objects
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};
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DebugViewMode debugview_ = DebugViewMode::Disabled;
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int lastDraws; /// Number of draws issued for the last frame.
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2014-09-16 20:22:43 +02:00
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2016-09-09 22:13:20 +02:00
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std::string cheatInputWindow = std::string(32, ' ');
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float accum = 0.f;
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float timescale = 1.f;
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public:
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RWGame(Logger& log, int argc, char* argv[]);
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~RWGame();
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int run();
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/**
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* Initalizes a new game
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*/
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void newGame();
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GameState* getState() const {
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return state;
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}
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GameWorld* getWorld() const {
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return world;
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}
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const GameData& getGameData() const {
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return data;
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}
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GameRenderer& getRenderer() {
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return renderer;
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}
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ScriptMachine* getScript() const {
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return script;
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}
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
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GameObject** object = nullptr) {
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auto vc = nextCam;
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glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
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glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
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return hitWorldRay(from, tmp, hit, normal, object);
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}
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bool hitWorldRay(const glm::vec3& start, const glm::vec3& direction,
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glm::vec3& hit, glm::vec3& normal,
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GameObject** object = nullptr) {
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auto from = btVector3(start.x, start.y, start.z);
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auto to = btVector3(start.x + direction.x, start.y + direction.y,
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start.z + direction.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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world->dynamicsWorld->rayTest(from, to, ray);
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if (ray.hasHit()) {
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hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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normal =
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glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z());
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if (object) {
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*object = static_cast<GameObject*>(
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ray.m_collisionObject->getUserPointer());
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}
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return true;
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}
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return false;
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}
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void startScript(const std::string& name);
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bool hasFocus() const {
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return inFocus;
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}
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void saveGame(const std::string& savename);
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void loadGame(const std::string& savename);
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/** shortcut for getWorld()->state.player->getCharacter() */
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PlayerController* getPlayer();
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2015-05-03 06:22:03 +02:00
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2014-09-16 20:22:43 +02:00
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private:
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2016-09-09 22:13:20 +02:00
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void tick(float dt);
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void render(float alpha, float dt);
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2016-10-12 01:36:05 +02:00
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void renderDebugStats(float time);
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void renderDebugPaths(float time);
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void renderDebugObjects(float time, ViewCamera& camera);
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void renderProfile();
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2014-09-16 20:22:43 +02:00
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2016-09-09 22:13:20 +02:00
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void handleCheatInput(char symbol);
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2016-09-01 23:14:15 +02:00
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2016-09-09 22:13:20 +02:00
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void globalKeyEvent(const SDL_Event& event);
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2014-09-16 20:22:43 +02:00
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};
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#endif
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