mirror of
https://github.com/ptitSeb/Serious-Engine
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364 lines
16 KiB
C++
364 lines
16 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_WORLD_H
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#define SE_INCL_WORLD_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Synchronization.h>
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#include <Engine/Base/CTString.h>
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#include <Engine/Base/Lists.h>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Math/Placement.h>
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Templates/DynamicContainer.h>
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class CTextureTransformation;
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class CTextureBlending;
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class CSurfaceType;
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class CContentType;
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class CEnvironmentType;
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class CIlluminationType;
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// mirroring types for mirror and stretch
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enum WorldMirrorType {
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WMT_NONE,
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WMT_X,
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WMT_Y,
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WMT_Z,
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};
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class ENGINE_API CWorld {
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public:
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// implementation:
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// current transformations for animating texture mapping
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CStaticArray<CTextureTransformation> wo_attTextureTransformations;
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// current blendings for animating texture blending
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CStaticArray<CTextureBlending> wo_atbTextureBlendings;
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// polygon surface types
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CStaticArray<CSurfaceType> wo_astSurfaceTypes;
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// sector content types
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CStaticArray<CContentType> wo_actContentTypes;
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// sector environment types
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CStaticArray<CEnvironmentType> wo_aetEnvironmentTypes;
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// illumination types (0 is not used)
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CStaticArray<CIlluminationType> wo_aitIlluminationTypes;
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CEntityClass *wo_pecWorldBaseClass; // world base class (used for some special features)
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CBrushArchive &wo_baBrushes; // brush archive with all brushes in the world
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CTerrainArchive &wo_taTerrains; // terrain archive with all terrains in the world
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CDynamicContainer<CEntity> wo_cenAllEntities; // all entities including deleted but referenced ones
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CDynamicContainer<CEntity> wo_cenPredictable; // predictable entities
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CDynamicContainer<CEntity> wo_cenWillBePredicted; // entities that will be predicted
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CDynamicContainer<CEntity> wo_cenPredicted; // predicted entities
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CDynamicContainer<CEntity> wo_cenPredictor; // predictor entities
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class CCollisionGrid *wo_pcgCollisionGrid;
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COLOR wo_colBackground; // background color of this world
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CEntityPointer wo_penBackgroundViewer; // viewer entity for background rendering
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CTString wo_strBackdropUp; // upper backdrop image
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CTString wo_strBackdropFt; // front backdrop image
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CTString wo_strBackdropRt; // right backdrop image
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CTString wo_strBackdropObject; // 3d object that is rendered as backdrop
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FLOAT wo_fUpW, wo_fUpL, wo_fUpCX, wo_fUpCZ; // size and position of upper backdrop image
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FLOAT wo_fFtW, wo_fFtH, wo_fFtCX, wo_fFtCY; // size and position of front backdrop image
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FLOAT wo_fRtL, wo_fRtH, wo_fRtCZ, wo_fRtCY; // size and position of right backdrop image
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CPlacement3D wo_plFocus; // focus placement in WED at the moment of world saving
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FLOAT wo_fTargetDistance;// target distance in WED at the moment of world saving
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CPlacement3D wo_plThumbnailFocus; // focus placement for thumbnail in WED
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FLOAT wo_fThumbnailTargetDistance;// target distance for thumbnail in WED
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CTFileName wo_fnmFileName; // the file that the world was loaded from
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SLONG wo_slStateDictionaryOffset; // offset of the world state filename dictionary
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CTString wo_strName; // name of the level to be shown to player
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ULONG wo_ulSpawnFlags; // spawn flags telling in which game modes can the level be played
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CTString wo_strDescription; // description of the level (intro, mission, etc.)
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ULONG wo_ulNextEntityID; // next free ID for entities
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CListHead wo_lhTimers; // timer scheduled entities
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CListHead wo_lhMovers; // entities that want to/have to move
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BOOL wo_bPortalLinksUpToDate; // set if portal-sector links are up to date
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/* Initialize collision grid. */
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void InitCollisionGrid(void);
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/* Destroy collision grid. */
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void DestroyCollisionGrid(void);
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/* Clear collision grid. */
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void ClearCollisionGrid(void);
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/* Add an entity to cell(s) in collision grid. */
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void AddEntityToCollisionGrid(CEntity *pen, const FLOATaabbox3D &boxEntity);
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/* Remove an entity from cell(s) in collision grid. */
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void RemoveEntityFromCollisionGrid(CEntity *pen, const FLOATaabbox3D &boxEntity);
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/* Move an entity inside cell(s) in collision grid. */
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void MoveEntityInCollisionGrid(CEntity *pen,
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const FLOATaabbox3D &boxOld, const FLOATaabbox3D &boxNew);
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/* Find all entities in collision grid near given box. */
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void FindEntitiesNearBox(const FLOATaabbox3D &boxNear,
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CStaticStackArray<CEntity*> &apenNearEntities);
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/* Create a new entity of given class. */
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CEntity *CreateEntity(const CPlacement3D &plPlacement, CEntityClass *pecClass);
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/* Clear all entity pointers that point to this entity. */
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void UntargetEntity(CEntity *penToUntarget);
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/* Add an entity to list of timers. */
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void AddTimer(CRationalEntity *penTimer);
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// set overdue timers to be due in current time
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void AdjustLateTimers(TIME tmCurrentTime);
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// CSG operations for editing a world
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/* Get a valid brush mip of brush for use in CSG operations. */
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CBrushMip *GetBrushMip(CEntity &enBrush);
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/* Copy selected sectors of a source brush to a 3D object. */
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void CopySourceBrushSectorsToObject(
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CEntity &enBrush,
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CBrushSectorSelectionForCSG &bscselSectors,
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const CPlacement3D &plSourcePlacement,
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CObject3D &obObject,
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const CPlacement3D &plTargetPlacement,
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DOUBLEaabbox3D &boxSourceAbsolute
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);
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/* Move sectors of a target brush that are affected, to a 3D object. */
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void MoveTargetBrushPartToObject(
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CEntity &enBrush,
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DOUBLEaabbox3D &boxAffected,
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CObject3D &obObject
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);
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/* Add 3D object sectors to a brush. */
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void AddObjectToBrush(CObject3D &obObject, CEntity &enBrush);
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/* Do some CSG operation with one brush in this world and one brush in other world. */
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void DoCSGOperation(
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CEntity &enThis,
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CWorld &woOther,
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CEntity &enOther,
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const CPlacement3D &plOther,
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void (CObject3D::*DoCSGOpenSector)(CObject3D &obA, CObject3D &obB),
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void (CObject3D::*DoCSGClosedSectors)(CObject3D &obA, CObject3D &obB)
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);
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/* Copy all entities except one from another world to this one. */
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void CopyAllEntitiesExceptOne(CWorld &woOther, CEntity &enExcepted,
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const CPlacement3D &plOtherSystem);
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/* Join two sectors from one brush-mip together. */
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CBrushSector *JoinTwoSectors(CBrushSector &bscA, CBrushSector &bscB);
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/* Split one sector by a 3D object. */
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void SplitOneSector(CBrushSector &bscToSplit, CObject3D &obToSplitBy);
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// read/write world information (description, name, flags...)
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void ReadInfo_t(CTStream *strm, BOOL bMaybeDescription); // throw char *
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void WriteInfo_t(CTStream *strm); // throw char *
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// mark all predictable entities that will be predicted using user-set criterions
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void MarkForPrediction(void);
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// unmark all predictable entities marked for prediction
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void UnmarkForPrediction(void);
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// create predictors for predictable entities that are marked for prediction
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void CreatePredictors(void);
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// delete all predictor entities
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void DeletePredictors(void);
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// get entity by its ID
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CEntity *EntityFromID(ULONG ulID);
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// triangularize selected polygons
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void TriangularizePolygons(CDynamicContainer<CBrushPolygon> &dcPolygons);
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public:
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// interface:
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CDynamicContainer<CEntity> wo_cenEntities; // all entities in the world
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TIME wo_WorldGameTick; // game tick that world is currently in
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/* Constructor. */
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CWorld(void);
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/* Destructor. */
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~CWorld(void);
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DECLARE_NOCOPYING(CWorld);
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/* Clear all arrays. */
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void Clear(void);
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/* Lock all arrays. */
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void LockAll(void);
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/* Unlock all arrays. */
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void UnlockAll(void);
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/* Create a new entity of given class. */
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CEntity *CreateEntity_t(const CPlacement3D &plPlacement,
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const CTFileName &fnmClass); // throw char *
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/* Copy one entity from another world into this one. */
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CEntity *CopyOneEntity(CEntity &enToCopy, const CPlacement3D &plOtherSystem);
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/* Copy container of entities from another world to this one and select them. */
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void CopyEntities(CWorld &woOther, CDynamicContainer<CEntity> &cenToCopy,
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CEntitySelection &senCopied, const CPlacement3D &plOtherSystem);
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/* Copy entity in world. */
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CEntity *CopyEntityInWorld(CEntity &enOriginal, const CPlacement3D &plOtherEntity,
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BOOL bWithDescendants = TRUE);
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/* Destroy a selection of entities - reserved for use in WEd only! */
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void DestroyEntities(CEntitySelection &senToDestroy);
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/* Destroy given entity - reserved for use in WEd only! */
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void DestroyOneEntity( CEntity *penToDestroy);
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/* Find an entity with given character. */
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CPlayerEntity *FindEntityWithCharacter(CPlayerCharacter &pcCharacter);
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/* Copy entities for prediction. */
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void CopyEntitiesToPredictors(CDynamicContainer<CEntity> &cenToCopy);
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/* Cast a ray and see what it hits. */
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void CastRay(CCastRay &crRay);
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/* Continue to cast already cast ray */
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void ContinueCast(CCastRay &crRay);
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/* Test if a movement is clipped by something and where. */
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void ClipMove(CClipMove &cmMove);
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/* Set background color for this world. */
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void SetBackgroundColor(COLOR colBackground);
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/* Get background color for this world. */
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COLOR GetBackgroundColor(void);
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/* Set background viewer entity for this world. */
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void SetBackgroundViewer(CEntity *penEntity);
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/* Get background viewer entity for this world. */
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CEntity *GetBackgroundViewer(void);
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/* Set description for this world. */
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void SetDescription(const CTString &strDescription);
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/* Get description for this world. */
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const CTString &GetDescription(void);
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// get/set name of the world
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void SetName(const CTString &strName);
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const CTString &GetName(void);
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// get/set spawn flags for the world
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void SetSpawnFlags(ULONG ulFlags);
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ULONG GetSpawnFlags(void);
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/* Save entire world (both brushes and current state). */
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void Save_t(const CTFileName &fnmWorld); // throw char *
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/* Load entire world (both brushes and current state). */
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void Load_t(const CTFileName &fnmWorld); // throw char *
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/* Reinitialize entities from their properties. (use only in WEd!) */
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void ReinitializeEntities(void);
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/* Precache data needed by entities. */
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void PrecacheEntities_t(void); // throw char *
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// delete all entities that don't fit given spawn flags
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void FilterEntitiesBySpawnFlags(ULONG ulFlags);
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/* Read entire world (both brushes and current state). */
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void Read_t(CTStream *pistrm); // throw char *
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/* Write entire world (both brushes and current state). */
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void Write_t(CTStream *postrm); // throw char *
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/* Load just world brushes from a file with entire world information. */
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void LoadBrushes_t(const CTFileName &fnmWorld); // throw char *
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/* Update sectors after brush vertex moving */
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void UpdateSectorsAfterVertexChange( CBrushVertexSelection &selVertex);
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/* Update sectors during brush vertex moving */
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void UpdateSectorsDuringVertexChange( CBrushVertexSelection &selVertex);
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/* Triangularize polygons that contain vertices from given selection */
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void TriangularizeForVertices( CBrushVertexSelection &selVertex);
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/* Clears 'marked for use' flag on all polygons in world */
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void ClearMarkedForUseFlag(void);
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// CSG operations for editing worlds
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/* Add a brush from another world to a brush in this world, other entities get copied. */
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void CSGAdd(CEntity &enThis, CWorld &woOther, CEntity &enOther, const CPlacement3D &plOther);
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void CSGAddReverse(CEntity &enThis, CWorld &woOther, CEntity &enOther, const CPlacement3D &plOther);
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/* Substract a brush from another world to a brush in this world. */
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void CSGRemove(CEntity &enThis, CWorld &woOther, CEntity &enOther,
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const CPlacement3D &plOther);
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/* Split selected sectors in a brush in this world with one brush in other world.
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* (other brush must have only one sector.)
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*/
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void SplitSectors(CEntity &enThis, CBrushSectorSelection &selbscSectorsToSplit,
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CWorld &woOther, CEntity &enOther, const CPlacement3D &plOther);
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/* If two or more sectors can be joined. */
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BOOL CanJoinSectors(CBrushSectorSelection &selbscSectorsToJoin);
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/* Join two or more sectors from one brush-mip together. */
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void JoinSectors(CBrushSectorSelection &selbscSectorsToJoin);
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/* Split selected polygons in a brush in this world with one brush in other world.
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* (other brush must have only one sector.)
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*/
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void SplitPolygons(CEntity &enThis, CBrushPolygonSelection &selbpoPolygonsToSplit,
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CWorld &woOther, CEntity &enOther, const CPlacement3D &plOther);
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/* Join two or more polygons from one brush-sector together. */
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void JoinPolygons(CBrushPolygonSelection &selbpoPolygonsToJoin);
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/* Test if a polygon selection can be joined. */
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BOOL CanJoinPolygons(CBrushPolygonSelection &selbpoPolygonsToJoin);
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/* Join all selected polygons that can be joined. */
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void JoinAllPossiblePolygons(CBrushPolygonSelection &selbpoPolygonsToJoin,
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BOOL bPreserveTextures, INDEX iTexture);
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/* Test if a polygon selection can be joined. */
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BOOL CanJoinAllPossiblePolygons(CBrushPolygonSelection &selbpoPolygonsToJoin);
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/* Copy selected sectors from one brush to a new entity in another world. */
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BOOL CanCopySectors(CBrushSectorSelection &selbscSectorsToCopy);
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void CopySectors(CBrushSectorSelection &selbscSectorsToCopy, CEntity *penTarget, BOOL bWithEntities);
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/* Delete selected sectors. */
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void DeleteSectors(CBrushSectorSelection &selbscSectorsToDelete, BOOL bClearPortalFlags);
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void CopyPolygonInWorld(CBrushPolygon &bpoSrc, CBrushSector &bsc, INDEX iPol, INDEX &iEdg, INDEX &iVtx);
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void CopyPolygonsToBrush(CBrushPolygonSelection &selPolygons, CEntity *penbr);
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void DeletePolygons(CDynamicContainer<CBrushPolygon> &dcPolygons);
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void CreatePolygon(CBrushVertexSelection &selVtx);
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void FlipPolygon(CBrushPolygon &bpo);
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// mirror and stretch another world into this one
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void MirrorAndStretch(CWorld &woOriginal, FLOAT fStretch, enum WorldMirrorType wmt);
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// hide/show functions
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/* Hide entities contained in given selection. */
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void HideSelectedEntities(CEntitySelection &selenEntitiesToHide);
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/* Hide all unselected entities. */
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void HideUnselectedEntities(void);
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/* Show all entities. */
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void ShowAllEntities(void);
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/* Hide sectors contained in given selection. */
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void HideSelectedSectors(CBrushSectorSelection &selbscSectorsToHide);
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/* Hide all unselected sectors. */
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void HideUnselectedSectors(void);
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/* Show all sectors. */
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void ShowAllSectors(void);
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/* Selecting by texture in selected sectors */
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void SelectByTextureInSelectedSectors( CTFileName fnTexture, CBrushPolygonSelection &selbpoSimilar, INDEX iTexture);
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/* Selecting by texture in world */
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void SelectByTextureInWorld( CTFileName fnTexture, CBrushPolygonSelection &selbpoSimilar, INDEX iTexture);
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// shadow manipulation functions
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/* Recalculate all shadow maps that are not valid or of smaller precision. */
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void CalculateDirectionalShadows(void);
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void CalculateNonDirectionalShadows(void);
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/* Find all shadow layers near a certain position. */
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void FindShadowLayers(const FLOATaabbox3D &boxNear, BOOL bSelectedOnly=FALSE, BOOL bDirectional = TRUE);
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/* Discard shadows on all brush polygons in the world. */
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void DiscardAllShadows(void);
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// create links between zoning brush sectors and non-zoning entities in sectors
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void LinkEntitiesToSectors(void);
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// rebuild all links in world
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void RebuildLinks(void);
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/* Read world brushes from stream. */
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void ReadBrushes_t( CTStream *istr); // throw char *
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/* Write world brushes to stream. */
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void WriteBrushes_t( CTStream *ostr); // throw char *
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/* Read current world state from stream. */
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void ReadState_t( CTStream *istr); // throw char *
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void ReadState_veryold_t( CTStream *istr); // throw char *
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void ReadState_old_t( CTStream *istr); // throw char *
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void ReadState_new_t( CTStream *istr); // throw char *
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/* Write current world state to stream. */
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void WriteState_t( CTStream *ostr, BOOL bImportDictionary = FALSE); // throw char *
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};
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#endif /* include-once check. */
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