/* 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