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https://github.com/rwengine/openrw.git
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212 lines
3.7 KiB
C++
212 lines
3.7 KiB
C++
#pragma once
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#ifndef _GAMEWORLD_HPP_
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#define _GAMEWORLD_HPP_
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#include <engine/GameData.hpp>
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#include <render/GameRenderer.hpp>
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#include <loaders/LoaderIPL.hpp>
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#include <ai/AIGraphNode.hpp>
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#include <ai/AIGraph.hpp>
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class WorkContext;
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class GameObject;
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class CharacterObject;
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class InstanceObject;
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class VehicleObject;
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#include <glm/glm.hpp>
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#include <btBulletDynamicsCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <vector>
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#include <queue>
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#include <random>
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/**
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* @class GameWorld
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* Represents a single instance of the game world, and all of the data required.
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*/
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class GameWorld
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{
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public:
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GameWorld(const std::string& gamepath);
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~GameWorld();
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/**
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* Loads the game data
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*/
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bool load();
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struct LogEntry
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{
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enum Type {
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Info,
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Error,
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Warning
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};
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Type type;
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float time;
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std::string message;
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};
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std::deque<LogEntry> log;
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/**
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* Displays an informative message
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*/
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void logInfo(const std::string& info);
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/**
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* Displays an alarming error
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*/
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void logError(const std::string& error);
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/**
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* Displays a comforting warning
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*/
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void logWarning(const std::string& warning);
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/**
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* Loads an IDE into the game
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*/
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bool defineItems(const std::string& name);
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/**
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* Loads an IPL into the game.
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* @param name The name of the IPL as it appears in the games' gta.dat
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*/
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bool placeItems(const std::string& name);
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/**
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* Loads the Zones from a zon/IPL file
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*/
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bool loadZone(const std::string& path);
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/**
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* Creates an instance
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*/
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InstanceObject *createInstance(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
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/**
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* Creates a vehicle
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*/
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VehicleObject *createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
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/**
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* Creates a pedestrian.
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*/
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CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
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/**
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* Destroys an existing Object
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*/
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void destroyObject(GameObject* object);
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/**
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* Returns the current hour
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*/
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int getHour();
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/**
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* Returns the current minute
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*/
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int getMinute();
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/**
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* Game Clock
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*/
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float gameTime;
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/**
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* Game data
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*/
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GameData gameData;
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/**
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* Renderer
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*/
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GameRenderer renderer;
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/**
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* Map Zones
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*/
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std::vector<LoaderIPL::Zone> zones;
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/**
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* Object Definitions
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*/
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std::map<uint16_t, std::shared_ptr<ObjectData>> objectTypes;
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/**
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* Paths associated with each object definition.
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*/
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std::map<uint16_t, std::vector<std::shared_ptr<PathData>>> objectNodes;
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/**
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* Vehicle definitions
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*/
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std::map<uint16_t, std::shared_ptr<VehicleData>> vehicleTypes;
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/**
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* Ped definitions
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*/
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std::map<uint16_t, std::shared_ptr<CharacterData>> pedestrianTypes;
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/**
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* Game Objects!
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*/
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std::vector<std::shared_ptr<InstanceObject>> objectInstances;
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/**
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* Map of Model Names to Instances
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*/
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std::map<std::string, std::shared_ptr<InstanceObject>> modelInstances;
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/**
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* Game Vehicles!
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*/
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std::vector<VehicleObject*> vehicleInstances;
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/**
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* Pedestrians and PCs.
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*/
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std::vector<CharacterObject*> pedestrians;
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/**
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* AI Graph
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*/
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AIGraph aigraph;
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/**
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* Randomness Engine
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*/
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std::default_random_engine randomEngine;
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/**
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* Bullet
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*/
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btDefaultCollisionConfiguration* collisionConfig;
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btCollisionDispatcher* collisionDispatcher;
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btBroadphaseInterface* broadphase;
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btSequentialImpulseConstraintSolver* solver;
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btDiscreteDynamicsWorld* dynamicsWorld;
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/**
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* @brief physicsNearCallback
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* Used to implement uprooting and other physics oddities.
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*/
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static bool ContactProcessedCallback(btManifoldPoint& mp, void* body0, void* body1);
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/**
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* Work related
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*/
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WorkContext* _work;
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};
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#endif
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