/* 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 . * */ /* * 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 Common::MultiMap tGameEntityMap; typedef tGameEntityMap::iterator tGameEntityMapIt; typedef Common::Array tGameEntityVec; typedef tGameEntityVec::iterator tGameEntityVecIt; typedef Common::List tGameEnemyList; typedef tGameEnemyList::iterator tGameEnemyListIt; typedef Common::List tGameItemList; typedef tGameItemList::iterator tGameItemListIt; typedef Common::List tGameStickAreaList; typedef tGameStickAreaList::iterator tGameStickAreaListIt; typedef cSTLIterator tGameEnemyIterator; typedef cSTLMapIterator 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 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 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 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