2014-07-25 04:30:44 +02:00
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#pragma once
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#ifndef _GAMESTATE_HPP_
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#define _GAMESTATE_HPP_
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <string>
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#include <map>
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#include <vector>
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#include <objects/ObjectTypes.hpp>
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class GameWorld;
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class GameObject;
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class PlayerController;
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struct CutsceneData;
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struct TextDisplayData
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{
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// This is set by the final display text command.
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std::string text;
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glm::vec2 position;
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glm::vec4 colourFG;
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glm::vec4 colourBG;
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};
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struct OnscreenText
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{
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std::string id;
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std::string osTextString;
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float osTextStart;
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float osTextTime;
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unsigned short osTextStyle;
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enum /*TextStyle*/
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{
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/// Used for subtitles
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HighPriority = 0,
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/// Mission completed message
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CenterBig = 1,
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/// Right aligned mission names
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MissionName = 2,
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/// Help text (top left, black background)
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Help = 12
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};
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};
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/**
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* Stores information about where the game can generate vehicles.
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*/
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struct VehicleGenerator
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{
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glm::vec3 position;
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float heading;
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/** ID of the vehicle to spawn, or -1 for random. */
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int vehicleID;
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int colourFG;
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int colourBG;
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bool alwaysSpawn;
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short alarmThreshold;
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short lockedThreshold;
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int minDelay;
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int maxDelay;
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/** Incrementing timer (in ms), will only spawn a vehicle when minDelay < spawnTimer and will always spawn if maxDelay < spawnTimer */
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int lastSpawnTime;
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/** Number of vehicles left to spawn 0-100, 101 = never decrement. */
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int remainingSpawns;
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};
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/**
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* Data about a blip
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*/
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struct BlipData
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{
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int id;
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GameObject* target;
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// If target is null then use coord
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glm::vec3 coord;
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/* Texture for use in the radar */
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std::string texture;
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enum DisplayMode
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{
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Hide = 0,
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RadarOnly = 1,
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Show = 2
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};
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/* Should the blip be displayed? */
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DisplayMode display;
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BlipData()
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: id(-1), target(nullptr), display(Show)
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{ }
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};
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/**
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* Gameplay state object that holds persistent state, and references runtime
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* world state.
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*/
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struct GameState
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{
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unsigned int currentProgress;
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unsigned int maxProgress;
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unsigned int numMissions;
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unsigned int numHiddenPackages;
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unsigned int numHiddenPackagesDiscovered;
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unsigned int numUniqueJumps;
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unsigned int numRampages;
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unsigned int maxWantedLevel;
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PlayerController* player;
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GameObjectID playerObject;
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unsigned int currentWeather;
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/**
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* @brief Stores a pointer to script global that stores the on-mission state.
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*/
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unsigned int *scriptOnMissionFlag;
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/** Objects created by the current mission */
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std::vector<GameObjectID> missionObjects;
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bool overrideNextStart;
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glm::vec4 nextRestartLocation;
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bool fadeOut;
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float fadeStart;
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float fadeTime;
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bool fadeSound;
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glm::u16vec3 fadeColour;
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std::string currentSplash;
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bool skipCutscene;
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bool isIntroPlaying;
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CutsceneData* currentCutscene;
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float cutsceneStartTime;
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/** Flag for rendering cutscene letterbox */
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bool isCinematic;
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short hour;
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short minute;
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std::string lastMissionName;
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/// Stores the "special" character and cutscene model indices.
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std::map<unsigned short, std::string> specialCharacters;
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std::map<unsigned short, std::string> specialModels;
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/**
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* Stores long-lasting on screen messages
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*/
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std::vector<OnscreenText> text;
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TextDisplayData nextText;
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/**
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* Stores temporary, one-tick messages
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*/
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std::vector<TextDisplayData> texts;
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/** The camera near value currently set by the script */
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float cameraNear;
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bool cameraFixed;
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glm::vec3 cameraPosition;
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glm::quat cameraRotation;
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GameObjectID cameraTarget;
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std::vector<VehicleGenerator> vehicleGenerators;
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std::map<int, BlipData> radarBlips;
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/**
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* World to use for this state, this isn't saved, just used at runtime
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*/
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GameWorld* world;
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GameState();
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/**
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* Adds a blip to the state, returning it's ID.
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*/
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int addRadarBlip(BlipData& blip);
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/**
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* Removes a blip
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*/
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void removeBlip(int blip);
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};
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#endif
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