scummvm/engines/hpl1/penumbra-overture/MapHandler.h
2022-12-23 14:04:21 +01:00

267 lines
6.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_MAP_HANDLER_H
#define GAME_MAP_HANDLER_H
#include "hpl1/engine/engine.h"
// Linux X11 Defines This
#undef DestroyAll
using namespace hpl;
class cInit;
class iGameEntity;
class iGameEnemy;
class cMapHandler_GlobalSave;
class cGameStickArea;
class cSavedWorld;
class cGameTimer;
class cGameItem;
typedef Hpl1::Std::multimap<tString, iGameEntity *> tGameEntityMap;
typedef tGameEntityMap::iterator tGameEntityMapIt;
typedef Common::Array<iGameEntity *> tGameEntityVec;
typedef tGameEntityVec::iterator tGameEntityVecIt;
typedef Common::List<iGameEnemy *> tGameEnemyList;
typedef tGameEnemyList::iterator tGameEnemyListIt;
typedef Common::List<cGameItem *> tGameItemList;
typedef tGameItemList::iterator tGameItemListIt;
typedef Common::List<cGameStickArea *> tGameStickAreaList;
typedef tGameStickAreaList::iterator tGameStickAreaListIt;
typedef cSTLIterator<iGameEnemy *, tGameEnemyList, tGameEnemyListIt> tGameEnemyIterator;
typedef cSTLMapIterator<iGameEntity *, tGameEntityMap, tGameEntityMapIt> tGameEntityIterator;
//-----------------------------------------
class cMapChanger {
public:
bool mbActive;
tString msNewMap;
tString msPosName;
tString msDoneSound;
float mfFadeInTime;
tString msLoadTextCat;
tString msLoadTextEntry;
};
//-----------------------------------------
class cWorldCache {
public:
cWorldCache(cInit *apInit);
~cWorldCache();
void AddResources();
void DecResources();
int GetCount() { return mlCount; }
private:
cInit *mpInit;
cResources *mpResources;
int mlCount;
tResourceBaseList mlstMaterials;
tResourceBaseList mlstMeshes;
tResourceBaseList mlstAnimations;
};
//-----------------------------------------
class cLoadedMap {
public:
tString msName;
double mfTime;
};
//-----------------------------------------
typedef Common::List<cGameTimer *> tGameTimerList;
typedef tGameTimerList::iterator tGameTimerListIt;
//-----------------------------------------
class cEffectLightFlash {
public:
cEffectLightFlash(cInit *apInit, const cVector3f &avPos, float afRadius, const cColor &aColor, float afAddTime, float afNegTime);
~cEffectLightFlash();
void Update(float afTimeStep);
bool IsDead() { return mbDead; }
private:
cInit *mpInit;
iLight3D *mpLight;
float mfRadius;
float mfNegTime;
bool mbIsDying;
bool mbDead;
};
typedef Common::List<cEffectLightFlash *> tEffectLightFlashList;
typedef tEffectLightFlashList::iterator tEffectLightFlashListIt;
//-----------------------------------------
class cMapHandlerSoundCallback : public iSoundEntityGlobalCallback {
public:
cMapHandlerSoundCallback(cInit *apInit);
void OnStart(cSoundEntity *apSoundEntity);
private:
cInit *mpInit;
tStringVec mvEnemyHearableSounds;
};
//-----------------------------------------
class cMapHandler : public iUpdateable {
friend class cMapHandlerSoundCallback;
public:
cMapHandler(cInit *apInit);
~cMapHandler();
bool Load(const tString &asFile, const tString &asStartPos);
bool LoadSimple(const tString &asFile, bool abLoadEntities);
void ChangeMap(const tString &asMap, const tString &asPos, const tString &asStartSound,
const tString &asStopSound, float afFadeOutTime, float afFadeInTime,
tString asLoadTextCat, tString asLoadTextEntry);
void AddSaveData(cSavedWorld *apSavedWorld);
void LoadSaveData(cSavedWorld *apSavedWorld);
void DestroyAll();
void OnWorldLoad();
void OnStart();
void OnPostSceneDraw();
void Update(float afTimeStep);
void Reset();
void OnDraw();
cWorldCache *GetWorldCache() { return mpWorldCache; }
cGameTimer *CreateTimer(const tString &asName, float afTime, const tString &asCallback, bool abGlobal);
cGameTimer *GetTimer(const tString &asName);
void AddLightFlash(const cVector3f &avPos, float afRadius, const cColor &aColor, float afAddTime, float afNegTime);
void AddGameEnemy(iGameEnemy *apEnemy);
tGameEnemyIterator GetGameEnemyIterator();
void AddGameItem(cGameItem *apItem);
void RemoveGameItem(cGameItem *apItem);
void AddStickArea(cGameStickArea *apArea);
void RemoveStickArea(cGameStickArea *apArea);
cGameStickArea *GetBodyStickArea(iPhysicsBody *apBody);
void AddGameEntity(iGameEntity *apEntity);
void RemoveGameEntity(iGameEntity *apEntity);
iGameEntity *GetGameEntity(const tString &asName, bool abErrorMessage = true);
tGameEntityIterator GetGameEntityIterator();
iGameEntity *GetLatestEntity();
const tString &GetCurrentMapName() { return msCurrentMap; }
void SetCurrentMapName(const tString &asName) { msCurrentMap = asName; }
double GetGameTime() { return mfGameTime; }
bool IsPreUpdating() { return mbPreUpdating; }
void SetMapGameName(const tWString &asName) { msMapGameName = asName; }
tWString GetMapGameName() { return msMapGameName; }
bool IsDestroyingAll() { return mbDestroyingAll; }
bool IsChangingMap() { return mMapChanger.mbActive; }
/////////////////////////////////////////
// Saving
void SaveToGlobal(cMapHandler_GlobalSave *apSave);
void LoadFromGlobal(cMapHandler_GlobalSave *apSave);
private:
void RenderItemEffect();
void PrintSoundsPlaying();
void PreUpdate(double afTimeSinceVisit);
double AddLoadedMap(cWorld3D *apWorld);
void UpdateTimers(float afTimeStep);
void RemoveLocalTimers();
double mfGameTime;
cInit *mpInit;
cScene *mpScene;
cResources *mpResources;
iTexture *mpMapChangeTexture;
cMapChanger mMapChanger;
cWorldCache *mpWorldCache;
iGameEntity *mpLatestEntity;
tString msCurrentMap;
tWString msMapGameName;
Common::Array<cLoadedMap> mvLoadedMaps;
tGameTimerList mlstTimers;
cMapHandlerSoundCallback *mpSoundCallback;
tGameEntityMap m_mapGameEntities;
tGameEnemyList mlstGameEnemies;
tGameItemList mlstGameItems;
tEffectLightFlashList mlstLightFlashes;
tGameStickAreaList mlstGameStickAreas;
bool mbPreUpdating;
bool mbDestroyingAll;
};
#endif // GAME_MAP_HANDLER_H