-
Notifications
You must be signed in to change notification settings - Fork 105
/
MapHandler.h
263 lines (189 loc) · 6.38 KB
/
MapHandler.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*
* Penumbra Overture 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.
*
* Penumbra Overture 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 Penumbra Overture. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_MAP_HANDLER_H
#define GAME_MAP_HANDLER_H
#include "StdAfx.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 std::multimap<tString,iGameEntity*> tGameEntityMap;
typedef tGameEntityMap::iterator tGameEntityMapIt;
typedef std::vector<iGameEntity*> tGameEntityVec;
typedef tGameEntityVec::iterator tGameEntityVecIt;
typedef std::list<iGameEnemy*> tGameEnemyList;
typedef tGameEnemyList::iterator tGameEnemyListIt;
typedef std::list<cGameItem*> tGameItemList;
typedef tGameItemList::iterator tGameItemListIt;
typedef std::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 std::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 std::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;
std::vector<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