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openrw/rwengine/include/engine/GameWorld.hpp
2014-12-17 00:39:52 +00:00

270 lines
5.3 KiB
C++

#pragma once
#ifndef _GAMEWORLD_HPP_
#define _GAMEWORLD_HPP_
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <render/GameRenderer.hpp>
#include <ai/AIGraphNode.hpp>
#include <ai/AIGraph.hpp>
class WorkContext;
class GameObject;
class CharacterObject;
class InstanceObject;
class VehicleObject;
struct WeaponScan;
class ScriptMachine;
#include <glm/glm.hpp>
#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
#include <vector>
#include <set>
#include <queue>
#include <random>
/**
* @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<LogEntry> 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<ObjectID, ObjectInformationPtr> objectTypes;
template<class T> std::shared_ptr<T> 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<T>(f->second);
}
return nullptr;
}
/**
* Paths associated with each object definition.
*/
std::map<uint16_t, std::vector<std::shared_ptr<PathData>>> 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<GameObject*> objects;
/**
* Map of Model Names to Instances
*/
std::map<std::string, InstanceObject*> 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<GameObject*> deletionQueue;
};
#endif