#pragma once #ifndef _GAMEWORLD_HPP_ #define _GAMEWORLD_HPP_ #include #include #include #include #include class WorkContext; class GameObject; class CharacterObject; class InstanceObject; class VehicleObject; struct WeaponScan; class ScriptMachine; #include #include #include #include #include #include #include /** * @brief Handles all data relating to object instances and other "worldly" state. */ class GameWorld { public: GameWorld(const std::string& gamepath); ~GameWorld(); /** * Loads the game data */ bool load(); struct LogEntry { enum Type { Info, Error, Warning }; Type type; float time; std::string message; }; std::deque log; /** * Displays an informative message */ void logInfo(const std::string& info); /** * Displays an alarming error */ void logError(const std::string& error); /** * Displays a comforting warning */ void logWarning(const std::string& warning); /** * Loads an IDE into the game */ bool defineItems(const std::string& name); void runScript(const std::string& name); /** * Loads an IPL into the game. * @param name The name of the IPL as it appears in the games' gta.dat */ bool placeItems(const std::string& name); /** * Creates an instance */ InstanceObject *createInstance(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat()); uint16_t findModelDefinition(const std::string model); /** * @brief Creates an InstanceObject for use in the current Cutscene. */ CutsceneObject *createCutsceneObject(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat()); /** * Creates a vehicle */ VehicleObject *createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat()); /** * Creates a pedestrian. */ CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat()); /** * Destroys an existing Object */ void destroyObject(GameObject* object); /** * @brief Put an object on the deletion queue. */ void destroyObjectQueued(GameObject* object); /** * @brief Destroys all objects on the destruction queue. */ void destroyQueuedObjects(); /** * Performs a weapon scan against things in the world */ void doWeaponScan(const WeaponScan &scan ); /** * Returns the current hour */ int getHour(); /** * Returns the current minute */ int getMinute(); glm::vec3 getGroundAtPosition(const glm::vec3& pos) const; /** * Game Clock */ float gameTime; /** * Game data */ GameData gameData; /** * Renderer */ GameRenderer renderer; /** * Gameplay state */ GameState state; /** * Object Definitions */ std::map objectTypes; template std::shared_ptr findObjectType(ObjectID id) { auto f = objectTypes.find(id); /// @TODO don't instanciate an object here just to read .type T tmp; if( f != objectTypes.end() && f->second->class_type == tmp.class_type ) { return std::static_pointer_cast(f->second); } return nullptr; } /** * Paths associated with each object definition. */ std::map>> objectNodes; /** * @brief objects All active GameObjects in the world. * @todo add some mechanism to allow objects to be "locked" preventing deletion. * @todo add deletion queue to allow objects to self delete. */ std::set objects; /** * Map of Model Names to Instances */ std::map modelInstances; /** * AI Graph */ AIGraph aigraph; /** * Randomness Engine */ std::default_random_engine randomEngine; /** * Bullet */ btDefaultCollisionConfiguration* collisionConfig; btCollisionDispatcher* collisionDispatcher; btBroadphaseInterface* broadphase; btSequentialImpulseConstraintSolver* solver; btDiscreteDynamicsWorld* dynamicsWorld; /** * @brief physicsNearCallback * Used to implement uprooting and other physics oddities. */ static bool ContactProcessedCallback(btManifoldPoint& mp, void* body0, void* body1); /** * @brief PhysicsTickCallback updates object each physics tick. * @param physWorld * @param timeStep */ static void PhysicsTickCallback(btDynamicsWorld* physWorld, btScalar timeStep); /** * Work related */ WorkContext* _work; ScriptMachine* script; /** * @brief Loads and starts the named cutscene. * @param name */ void loadCutscene(const std::string& name); void startCutscene(); void clearCutscene(); MADStream fgAudio; bool cutsceneAudioLoaded; sf::SoundBuffer missionAudio; sf::Sound missionSound; /** * @brief loads a model into a special character slot. */ void loadSpecialCharacter(const unsigned short index, const std::string& name); void loadSpecialModel(const unsigned short index, const std::string& name); void disableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min, const glm::vec3& max); void enableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min, const glm::vec3& max); private: /** * @brief Used by objects to delete themselves during updates. */ std::queue deletionQueue; }; #endif