/* 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 . * */ #ifndef WATCHMAKER_LOADER_H #define WATCHMAKER_LOADER_H #include "watchmaker/t3d.h" #include "watchmaker/types.h" #include "watchmaker/work_dirs.h" namespace Watchmaker { #define SCALEFACTOR 1.0f//(1.0f/7.0f) #define MAX_MIRRORS 10 #define T3D_GENERATESHADOWMAPS (1<<0) //Generate shadow maps #define T3D_NOLIGHTMAPS (1<<1) //view without lightmaps #define T3D_NORECURSION (1<<2) //do not recurse sub-rooms mirrors, reflections #define T3D_HALFTEXTURESIZE (1<<3) //Half the texture dimension when load .t3d texture #define T3D_FULLSCREEN (1<<4) //run in fullscreen #define T3D_FASTRENDERING (1<<5) //render shadow/light maps with minimum dimension #define T3D_OUTDOORLIGHTS (1<<6) //load .oli files for outdoor lights informations #define T3D_NOVOLUMETRICLIGHTS (1<<7) //do not load .vol file #define T3D_NOBOUNDS (1<<8) //do not load .vol file #define T3D_NOCAMERAS (1<<9) //do not load .vol file #define T3D_NONEXCLUSIVEMOUSE (1<<10) // mouse is not in exclusive mode #define T3D_RECURSIONLEVEL1 (1<<12) // one recursion level only #define T3D_SKY (1<<13) // if the sky is visible #define T3D_PRELOAD_RXT (1<<14) // preload extern #define T3D_STATIC_SET0 (1<<15) // static loaded elements #define T3D_STATIC_SET1 (1<<16) // static loaded elements #define T3D_NOSHADOWS (1<<17) // do not calc shadows #define T3D_NOICONS (1<<18) // do not load icons #define T3D_NOSOUND (1<<19) // do not use sound system #define T3D_PRELOADBASE (1<<20) // preload basic elements #define T3D_NOMUSIC (1<<21) // do not use music system #define T3D_DEBUGMODE (1<<22) // debug mode #define T3D_FASTFILE (1<<23) // fastfile #define T3D_HIPOLYPLAYERS (1<<24) // hipoly players (darrell e victoria hipoly) #define T3D_HIPOLYCHARACTERS (1<<25) // hipoly characters (gli abitanti del castello hipoly) // TODO: Unglobalize extern t3dV3F CharCorrection; extern t3dF32 CurFloorY; extern int32 t3dCurTime, t3dCurOliSet; struct RecStruct { Common::String name; t3dBODY *b = nullptr; uint32 Flags = 0; }; void t3dOptimizeMaterialList(t3dBODY *b); void t3dFinalizeMaterialList(t3dBODY *b); void t3dPrecalcLight(t3dBODY *b, unsigned char *sun); void t3dLoadSky(WGame &game, t3dBODY *b); Common::String constructPath(const Common::String &prefix, const Common::String &filename, const char *suffix = nullptr); class RoomManager { public: virtual ~RoomManager() {} virtual void addToLoadList(t3dMESH *m, const Common::String &pname, uint32 LoaderFlags) = 0; virtual t3dBODY* loadRoom(const Common::String &pname, t3dBODY *b, uint16 *NumBody, uint32 LoaderFlags) = 0; static RoomManager *create(WGame *game); virtual t3dBODY *getRoomIfLoaded(const Common::String &roomname) = 0; virtual t3dMESH *linkMeshToStr(Init &init, const Common::String &str) = 0; virtual void hideRoomMeshesMatching(const Common::String &pname) = 0; virtual void releaseBody(const Common::String &name, const Common::String &altName) = 0; virtual void releaseLoadedFiles(uint32 exceptFlag) = 0; virtual t3dBODY *checkIfAlreadyLoaded(const Common::String &Name) = 0; virtual Common::Array getLoadedFiles() = 0; }; } // End of namespace Watchmaker #endif // WATCHMAKER_LOADER_H