Planeshift

psworld.h

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00001 /*
00002  * psworld.h - author Matze Braun <[email protected]> and
00003  *              Keith Fulton <[email protected]>
00004  *
00005  * Copyright (C) 2001 Atomic Blue ([email protected], http://www.atomicblue.org)
00006  *
00007  *
00008  * This program is free software; you can redistribute it and/or
00009  * modify it under the terms of the GNU General Public License
00010  * as published by the Free Software Foundation (version 2 of the License)
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  * You should have received a copy of the GNU General Public License
00016  * along with this program; if not, write to the Free Software
00017  * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
00018  *
00019  */
00020 #ifndef __PSWORLD_H__
00021 #define __PSWORLD_H__
00022 
00023 //=============================================================================
00024 // Crystal Space Includes
00025 //=============================================================================
00026 #include <csgeom/transfrm.h>
00027 #include <csutil/parray.h>
00028 #include <csutil/weakref.h>
00029 
00030 //=============================================================================
00031 // Project Includes
00032 //=============================================================================
00033 
00034 //=============================================================================
00035 // Local Includes
00036 //=============================================================================
00037 
00038 struct iBgLoader;
00039 struct iCollection;
00040 struct iEngine;
00041 
00047 class psWorld
00048 {
00049 protected:
00050     csRef<iStringArray> regions;
00051     iObjectRegistry* object_reg;
00052     csWeakRef<iEngine> engine;
00053     csRef<iBgLoader> loader;
00054 
00055     class sectorTransformation
00056     {
00057         // Transformation
00058         csHash<csReversibleTransform*, csPtrKey<iSector> > trans;
00059 
00060     public:
00061         csHash<csReversibleTransform*, csPtrKey<iSector> >::GlobalIterator GetIterator()
00062         {
00063             return trans.GetIterator();
00064         }
00065 
00066 
00067         void Set(iSector* sector, csReversibleTransform transform)
00068         {
00069             csReversibleTransform* transf = trans.Get(csPtrKey<iSector> (sector), NULL);
00070 
00071             if(!transf)
00072             {
00073                 transf = new csReversibleTransform();
00074                 trans.Put(csPtrKey<iSector> (sector), transf);
00075             }
00076 
00077             *transf = transform;
00078         }
00079 
00080         csReversibleTransform* Get(iSector* sector)
00081         {
00082             csReversibleTransform* got = trans.Get(csPtrKey<iSector> (sector), NULL);
00083 
00084             return got;
00085         }
00086 
00087         ~sectorTransformation()
00088         {
00089             csHash<csReversibleTransform*, csPtrKey<iSector> >::GlobalIterator iter = trans.GetIterator();
00090             while(iter.HasNext())
00091                 delete iter.Next();
00092 
00093             trans.Empty();
00094         }
00095 
00096     };
00097 
00098     csArray<sectorTransformation> transarray;
00099 
00100 public:
00101 
00102     psWorld();
00103     ~psWorld();
00104 
00106     bool Initialize(iObjectRegistry* object_reg);
00107 
00109     bool NewRegion(const char* mapfile);
00110 
00112     void GetAllRegionNames(csString &str);
00113 
00115     bool WarpSpace(const iSector* from, const iSector* to, csVector3 &pos);
00116 
00118     bool WarpSpaceRelative(const iSector* from, const iSector* to, csVector3 &pos);
00119 
00121     bool Connected(const iSector* from, const iSector* to);
00122 
00125     float Distance(const csVector3 &from_pos, const iSector* from_sector, csVector3 to_pos, const iSector* to_sector);
00126 
00129     float Distance2(const csVector3 &from_pos, const iSector* from_sector, csVector3 to_pos, const iSector* to_sector);
00130 
00132     float Distance(iMeshWrapper* ent1, iMeshWrapper* ent2);
00133 
00135     void GetPosition(iMeshWrapper* entity, csVector3 &pos, float* yrot, iSector* &sector);
00136 
00143     static float Matrix2YRot(const csMatrix3 &mat);
00144 
00151     static csVector3 Matrix2Rot(const csMatrix3 &mat);
00152 
00157     iEngine* GetEngine()
00158     {
00159         return engine;
00160     }
00161 
00162     void DumpWarpCache();
00163     void BuildWarpCache();
00164 };
00165 
00166 
00167 #endif
00168