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openrw/framework2/include/engine/GameData.hpp
2013-12-20 16:02:46 +00:00

235 lines
4.4 KiB
C++

#pragma once
#ifndef _GAMEDATA_HPP_
#define _GAMEDATA_HPP_
#include <engine/GTATypes.hpp>
#include <loaders/LoaderIMG.hpp>
#include <loaders/TextureLoader.hpp>
#include <loaders/LoaderDFF.hpp>
#include <loaders/LoaderIDE.hpp>
#include <loaders/LoaderIFP.hpp>
#include <loaders/WeatherLoader.hpp>
#include <objects/VehicleInfo.hpp>
#include <data/CollisionModel.hpp>
#include <memory>
class GameWorld;
class TextureAtlas;
/**
* @brief The TextureInfo struct
* Contains metadata about where a texture can be found.
*/
struct TextureInfo
{
/// Texture Name
GLuint texName;
/// Transparent flag.
bool transparent;
TextureInfo(GLuint tex, bool t)
: texName(tex), transparent(t) {}
TextureInfo()
: texName(0), transparent(false) {}
};
/**
* Handles loading and management of the Game's DAT
*/
class GameData
{
private:
std::string datpath;
std::string splash;
public:
/**
* @struct GTAFile
* Stores information about a file the engine might want to load
*/
struct GTAFile
{
bool archived; /// Is the file inside an IMG or on the filesystem?
std::string path; /// Path to the file containing the file
};
/**
* ctor
* @param path Path to the root of the game data.
*/
GameData(const std::string& path);
GameWorld* engine;
/**
* Returns the current platform
*/
std::string getPlatformString()
{
return "PC";
}
/**
* Loads the data contained in the given file
*/
void loadIDE(const std::string& name);
/**
* Handles the parsing of a COL file.
*/
void loadCOL(const size_t zone, const std::string& name);
/**
* Handles the loading of an IMG's data
*/
void loadIMG(const std::string& name);
void loadIPL(const std::string& name);
void loadCarcols(const std::string& path);
void loadWeather(const std::string& path);
void loadHandling(const std::string& path);
/**
* Loads water level data
*/
void loadWaterpro(const std::string& path);
void loadWater(const std::string& path);
void load();
/**
* Loads a GTA3.dat file with the name path
*/
void parseDAT(const std::string& path);
/**
* Attempts to load a TXD, or does nothing if it has already been loaded
*/
void loadTXD(const std::string& name);
/**
* Attempts to load a DFF or does nothing if is already loaded
*/
void loadDFF(const std::string& name);
/**
* Loads an IFP file containing animations
*/
void loadIFP(const std::string& name);
/**
* Returns a pointer to the named file if it is available, the memory must be freed.
* @param name the filename in the archive
* @return pointer to the data, NULL if it is not available
*/
char* loadFile(const std::string& name);
/**
* @brief getAtlas Returns atlas i, creating it if the situation calls for it.
* "the situation" being the last atlas has more than 0 textures packed.
* @param i
* @return
*/
TextureAtlas* getAtlas(size_t i);
/**
* Files that have been loaded previously
*/
std::map<std::string, bool> loadedFiles;
/**
* Maps the paths in GTA3.dat to the real paths
*/
std::map<std::string, std::string> iplLocations;
std::map<std::string, std::string> ideLocations;
/**
* Maps file names to their locations
*/
std::map<std::string, GTAFile> fileLocations;
/**
* Map of loaded archives
*/
std::map<std::string, LoaderIMG> archives;
/**
* The vehicle colour palettes
*/
std::vector<glm::vec3> vehicleColours;
/**
* The vehicle colours for each vehicle type
*/
std::map<std::string, std::vector<std::pair<size_t,size_t>>> vehiclePalettes;
/**
* Vehicle information
*/
std::map<std::string, VehicleInfo> vehicleInfo;
/**
* Texture Loader
*/
TextureLoader textureLoader;
/**
* Weather Loader
*/
WeatherLoader weatherLoader;
/**
* Loaded models
*/
std::map<std::string, Model*> models;
/**
* Loaded Textures and their atlas entries.
*/
std::map<std::string, TextureInfo> textures;
/**
* Texture atlases.
*/
std::vector<TextureAtlas*> atlases;
/**
* Loaded Animations
*/
AnimationSet animations;
/**
* CollisionModel data.
*/
std::map<std::string, std::unique_ptr<CollisionModel>> collisions;
/**
* Water Rectangles
*/
std::vector<GTATypes::WaterRect> waterRects;
/**
* Water heights
*/
float waterHeights[48];
/**
* Visible water heights
*/
uint8_t visibleWater[64*64];
/**
* The "real" water heights
*/
uint8_t realWater[128*128];
};
#endif