mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-13 22:24:17 +01:00
6c78b0c3c5
+ Fix some model related memory leaks
298 lines
5.9 KiB
C++
298 lines
5.9 KiB
C++
#pragma once
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#ifndef _GAMEDATA_HPP_
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#define _GAMEDATA_HPP_
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#include <engine/RWTypes.hpp>
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#include <loaders/LoaderIMG.hpp>
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#include <loaders/TextureLoader.hpp>
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#include <loaders/LoaderDFF.hpp>
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#include <loaders/LoaderIDE.hpp>
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#include <loaders/LoaderIFP.hpp>
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#include <loaders/WeatherLoader.hpp>
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#include <objects/VehicleInfo.hpp>
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#include <data/CollisionModel.hpp>
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#include <data/GameTexts.hpp>
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#include <audio/MADStream.hpp>
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#include <memory>
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struct DynamicObjectData;
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struct WeaponData;
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class GameWorld;
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class TextureAtlas;
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class SCMFile;
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/**
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* @brief Stores simple data about Textures such as transparency flags.
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*
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* @todo Covert usage to TextureHandles or something for streaming.
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*/
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struct TextureInfo
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{
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/// Texture Name
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GLuint texName;
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/// Transparent flag.
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bool transparent;
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TextureInfo(GLuint tex, bool t)
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: texName(tex), transparent(t) {}
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TextureInfo()
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: texName(0), transparent(false) {}
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};
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/**
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* @brief Loads and stores all "static" data such as loaded models, handling
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* information, weather etc.
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*
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* @todo Move parsing of one-off data files from this class.
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* @todo Improve how Loaders and written and used
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* @todo Considering implementation of streaming data and object handles.
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*/
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class GameData
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{
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private:
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std::string datpath;
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std::string splash;
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public:
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/**
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* @struct FileInfo
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* Stores information about a file the engine might want to load
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*/
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struct FileInfo
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{
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bool archived; /// Is the file inside an IMG or on the filesystem?
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std::string path; /// Path to the file containing the file.
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};
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/**
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* ctor
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* @param path Path to the root of the game data.
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*/
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GameData(const std::string& path = "");
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~GameData();
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GameWorld* engine;
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/**
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* Returns the current platform
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*/
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std::string getPlatformString()
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{
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return "PC";
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}
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/**
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* Loads the data contained in the given file
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*/
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void loadIDE(const std::string& name);
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/**
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* Handles the parsing of a COL file.
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*/
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void loadCOL(const size_t zone, const std::string& name);
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/**
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* Handles the loading of an IMG's data
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*/
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void loadIMG(const std::string& name);
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void loadIPL(const std::string& name);
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void loadCarcols(const std::string& path);
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void loadWeather(const std::string& path);
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void loadHandling(const std::string& path);
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SCMFile* loadSCM(const std::string& path);
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void loadGXT(const std::string& name);
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/**
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* Loads water level data
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*/
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void loadWaterpro(const std::string& path);
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void loadWater(const std::string& path);
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void load();
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/**
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* Loads a GTA3.dat file with the name path
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*/
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void parseDAT(const std::string& path);
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/**
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* Attempts to load a TXD, or does nothing if it has already been loaded
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*/
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void loadTXD(const std::string& name, bool async = false);
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/**
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* Attempts to load a DFF or does nothing if is already loaded
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*/
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void loadDFF(const std::string& name, bool async = false);
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/**
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* Loads an IFP file containing animations
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*/
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void loadIFP(const std::string& name);
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/**
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* Loads data from an object definition dat.
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*/
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void loadDynamicObjects(const std::string& name);
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/**
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* Loads weapon.dat
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*/
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void loadWeaponDAT(const std::string& name);
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bool loadAudio(MADStream &music, const std::string& name);
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void loadSplash(const std::string& name);
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/**
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* Returns a pointer to the named file if it is available,
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* the memory must be freed by the caller.
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* @param name the filename in the archive
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* @return pointer to the data, NULL if it is not available
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*/
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char* openFile(const std::string& name);
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FileHandle openFile2(const std::string& name);
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/**
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* @brief loadFile Marks a file as open, and opens it.
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* @param name
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* @return
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*/
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char* loadFile(const std::string& name);
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/**
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* @brief getAtlas Returns atlas i, creating it if the situation calls for it.
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* "the situation" being the last atlas has more than 0 textures packed.
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* @param i
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* @return
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*/
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TextureAtlas* getAtlas(size_t i);
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/**
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* Files that have been loaded previously
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*/
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std::map<std::string, bool> loadedFiles;
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/**
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* Maps the paths in GTA3.dat to the real paths
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*/
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std::map<std::string, std::string> iplLocations;
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std::map<std::string, std::string> ideLocations;
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/**
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* Maps file names to data about the file.
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*/
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std::map<std::string, FileInfo> _knownFiles;
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/**
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* Map of loaded archives
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*/
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std::map<std::string, LoaderIMG> archives;
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/**
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* The vehicle colour palettes
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*/
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std::vector<glm::vec3> vehicleColours;
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/**
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* The vehicle colours for each vehicle type
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*/
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std::map<std::string, std::vector<std::pair<size_t,size_t>>> vehiclePalettes;
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/**
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* Vehicle information
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*/
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std::map<std::string, VehicleInfoHandle> vehicleInfo;
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/**
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* Texture Loader
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*/
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TextureLoader textureLoader;
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/**
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* Weather Loader
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*/
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WeatherLoader weatherLoader;
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/**
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* Loaded models
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*/
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std::map<std::string, ModelHandle*> models;
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/**
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* Loaded Textures and their atlas entries.
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*/
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std::map<std::pair<std::string, std::string>, TextureInfo> textures;
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/**
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* Texture atlases.
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*/
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std::vector<TextureAtlas*> atlases;
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/**
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* Loaded Animations
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*/
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AnimationSet animations;
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/**
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* CollisionModel data.
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*/
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std::map<std::string, std::unique_ptr<CollisionModel>> collisions;
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/**
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* DynamicObjectData
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*/
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std::map<std::string, std::shared_ptr<DynamicObjectData>> dynamicObjectData;
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std::map<std::string, std::shared_ptr<WeaponData>> weaponData;
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/**
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* @struct WaterArea
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* Stores Water Rectangle Information
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*/
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struct WaterArea
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{
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float height;
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float xLeft, yBottom;
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float xRight, yTop;
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};
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/**
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* Water Areas
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*/
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std::vector<WaterArea> waterBlocks;
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/**
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* Water heights
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*/
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float waterHeights[48];
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/**
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* Visible water heights
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*/
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uint8_t visibleWater[64*64];
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/**
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* The "real" water heights
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*/
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uint8_t realWater[128*128];
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int getWaterIndexAt(const glm::vec3& ws) const;
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float getWaveHeightAt(const glm::vec3& ws) const;
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GameTexts texts;
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};
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#endif
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