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MapHandler.h
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MapHandler.h
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/*
* 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