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openrw/rwgame/RWGame.hpp

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#ifndef RWGAME_RWGAME_HPP
#define RWGAME_RWGAME_HPP
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#include "game.hpp"
#include "GameBase.hpp"
#include "HUDDrawer.hpp"
#include "RWConfig.hpp"
#include "StateManager.hpp"
#ifdef _MSC_VER
#pragma warning(disable : 4305 5033)
#endif
// FIXME: should be in rwengine, deeply hidden
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
#ifdef _MSC_VER
#pragma warning(default : 4305 5033)
#endif
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#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <render/DebugDraw.hpp>
#include <render/GameRenderer.hpp>
#include <script/SCMFile.hpp>
#include <script/ScriptMachine.hpp>
#include <script/modules/GTA3Module.hpp>
#include <chrono>
class PlayerController;
class RWGame final : public GameBase {
GameData data;
GameRenderer renderer;
DebugDraw debug;
GameState state;
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HUDDrawer hudDrawer{};
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std::unique_ptr<GameWorld> world;
GTA3Module opcodes;
std::unique_ptr<ScriptMachine> vm;
SCMFile script;
StateManager stateManager;
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bool inFocus = true;
ViewCamera currentCam;
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enum class DebugViewMode {
Disabled,
General,
Physics,
Navigation,
Objects
};
DebugViewMode debugview_ = DebugViewMode::Disabled;
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int lastDraws{0}; /// Number of draws issued for the last frame.
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std::string cheatInputWindow = std::string(32, ' ');
public:
RWGame(Logger& log, const std::optional<RWArgConfigLayer> &args);
~RWGame() override;
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int run();
/**
* Initalizes a new game
*/
void newGame();
StateManager& getStateManager() {
return stateManager;
}
GameState* getState() {
return &state;
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}
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GameWorld* getWorld() {
return world.get();
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}
const GameData& getGameData() const {
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return data;
}
GameRenderer& getRenderer() {
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return renderer;
}
ScriptMachine* getScriptVM() const {
return vm.get();
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}
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HUDDrawer& getHUDDrawer() {
return hudDrawer;
}
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
GameObject** object = nullptr) {
auto vc = currentCam;
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glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
return hitWorldRay(from, tmp, hit, normal, object);
}
bool hitWorldRay(const glm::vec3& start, const glm::vec3& direction,
glm::vec3& hit, glm::vec3& normal,
GameObject** object = nullptr) {
auto from = btVector3(start.x, start.y, start.z);
auto to = btVector3(start.x + direction.x, start.y + direction.y,
start.z + direction.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
world->dynamicsWorld->rayTest(from, to, ray);
if (ray.hasHit()) {
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal =
glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if (object) {
*object = static_cast<GameObject*>(
ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
void startScript(const std::string& name);
bool hasFocus() const {
return inFocus;
}
void saveGame(const std::string& savename);
void loadGame(const std::string& savename);
private:
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void tick(float dt);
void render(float alpha, float dt);
void renderDebugStats(float time);
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void renderDebugPaths(float time);
void renderDebugObjects(float time, ViewCamera& camera);
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void handleCheatInput(char symbol);
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void globalKeyEvent(const SDL_Event& event);
bool updateInput();
float tickWorld(const float deltaTime, float accumulatedTime);
void renderDebugView(float time, ViewCamera &viewCam);
void tickObjects(float dt) const;
};
#endif