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