Working on game state

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Vladislav Khorev committed 2026-06-19 18:39:10 +03:00
1 parent b01e970554
commit 2807d82d51
12 files changed
+501 -445

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+181 -186
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@@ -64,10 +64,16 @@ namespace ZL
}
#endif
Location* Game::currentLocation() const {
if (gameState.currentLocationName.empty()) return nullptr;
auto it = gameState.locations.find(gameState.currentLocationName);
return (it != gameState.locations.end()) ? it->second.get() : nullptr;
}
Game::Game()
: newTickCount(0)
, lastTickCount(0)
, menuManager(renderer, globalInts)
, menuManager(renderer, gameState)
, audioPlayer(std::make_unique<AudioPlayerAsync>())
{
}
@@ -236,7 +242,7 @@ namespace ZL
ItemRegistry::instance().loadFromJson("resources/config2/items.json", CONST_ZIP_FILE);
globalFloats["player_hp"] = 200;
gameState.globalFloats["player_hp"] = 200;
LocationSetup uniInteriorParams;
uniInteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects_uni_interior_x.json";
@@ -311,24 +317,24 @@ namespace ZL
uniInteriorParams.interactiveObjectsJsonPath = "resources/config2/interactive_objects_uni_interior_x.json";
uniInteriorParams.playerPosition = Eigen::Vector3f(0.942694, 0, -9.63104);
locations["uni_interior"] = std::make_shared<Location>(renderer, inventory);
locations["uni_interior"]->setup(uniInteriorParams, &menuManager.questJournal);
locations["uni_interior"]->scriptEngine.setGlobalStore(&globalInts);
locations["uni_interior"]->scriptEngine.setGlobalFloatStore(&globalFloats);
locations["uni_interior"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { this->menuManager.isNight = isNight; this->menuManager.isDawn = isDawn; };
locations["uni_interior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
locations["uni_interior"]->requestAdvanceDarklandsHud = [this]() { menuManager.advanceUniIntDarklandsHud(); };
locations["uni_interior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
locations["uni_interior"]->requestReturnToMainMenu = [this]() {
this->currentLocation = nullptr;
gameState.locations["uni_interior"] = std::make_shared<Location>(renderer, gameState.inventory);
gameState.locations["uni_interior"]->setup(uniInteriorParams, &gameState.questJournal);
gameState.locations["uni_interior"]->scriptEngine.setGlobalStore(&gameState.globalInts);
gameState.locations["uni_interior"]->scriptEngine.setGlobalFloatStore(&gameState.globalFloats);
gameState.locations["uni_interior"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { gameState.isNight = isNight; gameState.isDawn = isDawn; };
gameState.locations["uni_interior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
gameState.locations["uni_interior"]->requestAdvanceDarklandsHud = [this]() { menuManager.advanceUniIntDarklandsHud(); };
gameState.locations["uni_interior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
gameState.locations["uni_interior"]->requestReturnToMainMenu = [this]() {
gameState.currentLocationName.clear();
menuManager.showMainMenu();
};
locations["uni_interior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
gameState.locations["uni_interior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};
if (locations["uni_interior"]->player)
locations["uni_interior"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
for (auto& npc : locations["uni_interior"]->npcs) {
if (gameState.locations["uni_interior"]->player)
gameState.locations["uni_interior"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
for (auto& npc : gameState.locations["uni_interior"]->npcs) {
if (npc && npc->state.canAttack) {
npc->state.onDeathAnimComplete = [this]() { menuManager.onEnemyKilledInUniInterior(); };
}
@@ -348,28 +354,22 @@ namespace ZL
uniExteriorParams.npcsJsonPath = "resources/config2/npcs_uni_exterior.json";
uniExteriorParams.dialoguesJsonPath = "resources/dialogue/uni_exterior_dialogues.json";
locations["uni_exterior"] = std::make_shared<Location>(renderer, inventory);
locations["uni_exterior"]->setup(uniExteriorParams, &menuManager.questJournal);
locations["uni_exterior"]->scriptEngine.setGlobalStore(&globalInts);
locations["uni_exterior"]->scriptEngine.setGlobalFloatStore(&globalFloats);
locations["uni_exterior"]->requestNightDayTransition = [this](bool isNight, bool isDawn) {
this->menuManager.isNight = isNight;
this->menuManager.isDawn = isDawn;
/*for (auto& locPair : locations) {
if (locPair.second) {
locPair.second->isNight = isNight;
locPair.second->isDawn = isDawn;
}
}*/
gameState.locations["uni_exterior"] = std::make_shared<Location>(renderer, gameState.inventory);
gameState.locations["uni_exterior"]->setup(uniExteriorParams, &gameState.questJournal);
gameState.locations["uni_exterior"]->scriptEngine.setGlobalStore(&gameState.globalInts);
gameState.locations["uni_exterior"]->scriptEngine.setGlobalFloatStore(&gameState.globalFloats);
gameState.locations["uni_exterior"]->requestNightDayTransition = [this](bool isNight, bool isDawn) {
gameState.isNight = isNight;
gameState.isDawn = isDawn;
};
locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
locations["uni_exterior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
locations["uni_exterior"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
locations["uni_exterior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
gameState.locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
gameState.locations["uni_exterior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
gameState.locations["uni_exterior"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
gameState.locations["uni_exterior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};
if (locations["uni_exterior"]->player)
locations["uni_exterior"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
if (gameState.locations["uni_exterior"]->player)
gameState.locations["uni_exterior"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
LocationSetup params_dorm;
//params_dorm.gameObjectsJsonPath = "resources/config2/gameobjects_dorm.json";
@@ -404,96 +404,96 @@ namespace ZL
params_dorm.playerPosition = Eigen::Vector3f(6.76345, 0, -14.6022);
locations["location_dorm"] = std::make_shared<Location>(renderer, inventory);
locations["location_dorm"]->setup(params_dorm, &menuManager.questJournal);
locations["location_dorm"]->scriptEngine.setGlobalStore(&globalInts);
locations["location_dorm"]->scriptEngine.setGlobalFloatStore(&globalFloats);
locations["location_dorm"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { this->menuManager.isNight = isNight; this->menuManager.isDawn = isDawn; };
locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
locations["location_dorm"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
locations["location_dorm"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
locations["location_dorm"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
gameState.locations["location_dorm"] = std::make_shared<Location>(renderer, gameState.inventory);
gameState.locations["location_dorm"]->setup(params_dorm, &gameState.questJournal);
gameState.locations["location_dorm"]->scriptEngine.setGlobalStore(&gameState.globalInts);
gameState.locations["location_dorm"]->scriptEngine.setGlobalFloatStore(&gameState.globalFloats);
gameState.locations["location_dorm"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { gameState.isNight = isNight; gameState.isDawn = isDawn; };
gameState.locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
gameState.locations["location_dorm"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
gameState.locations["location_dorm"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
gameState.locations["location_dorm"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};
if (locations["location_dorm"]->player)
locations["location_dorm"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
if (gameState.locations["location_dorm"]->player)
gameState.locations["location_dorm"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
locations["location_dorm"]->onPlayerTaxiRequired = [this]() {
gameState.locations["location_dorm"]->onPlayerTaxiRequired = [this]() {
menuManager.tutorialShowTaxiHint();
};
locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = true;
gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = true;
menuManager.tutorialUnlockInteractiveObjectsFunc = [this]()
{
if (locations["location_dorm"])
if (gameState.locations["location_dorm"])
{
locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = false;
gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = false;
}
};
menuManager.callTaxiFunc = [this]()
{
if (locations["location_dorm"])
if (gameState.locations["location_dorm"])
{
locations["location_dorm"]->onPlayerTaxiRequired = nullptr;
gameState.locations["location_dorm"]->onPlayerTaxiRequired = nullptr;
}
if (currentLocation)
if (currentLocation())
{
currentLocation->scriptEngine.callCallTaxiCallback();
currentLocation()->scriptEngine.callCallTaxiCallback();
}
};
// Teleport callbacks: destination name and position come from the teleport zone data.
auto teleportCallback = [this](const std::string& destName, const Eigen::Vector3f& destPos, float destRotY) {
std::cout << "[TELEPORT] " << " -> " << destName << std::endl;
auto it = locations.find(destName);
if (it == locations.end()) {
auto it = gameState.locations.find(destName);
if (it == gameState.locations.end()) {
std::cerr << "[TELEPORT] Unknown destination location: " << destName << std::endl;
return;
}
if (currentLocation)
if (currentLocation())
{
currentLocation->scriptEngine.callLocationExitCallback();
currentLocation->dialogueSystem.stopDialogue();
currentLocation()->scriptEngine.callLocationExitCallback();
currentLocation()->dialogueSystem.stopDialogue();
}
currentLocation = it->second;
if (currentLocation->player) {
currentLocation->player->state.position = destPos;
currentLocation->player->setTarget(destPos);
currentLocation->player->stopInPlace();
currentLocation->player->state.facingAngle = destRotY;
currentLocation->player->state.targetFacingAngle = destRotY;
gameState.currentLocationName = destName;
Location* loc = currentLocation();
if (loc->player) {
loc->player->state.position = destPos;
loc->player->setTarget(destPos);
loc->player->stopInPlace();
loc->player->state.facingAngle = destRotY;
loc->player->state.targetFacingAngle = destRotY;
}
currentLocation->state.cameraAzimuth = destRotY;
currentLocation->state.isDarklands = isDarklands;
currentLocation->state.isNight = menuManager.isNight;
currentLocation->state.isDawn = menuManager.isDawn;
currentLocation->scriptEngine.callLocationEnterCallback();
loc->state.cameraAzimuth = destRotY;
loc->state.isDarklands = gameState.isDarklands;
loc->state.isNight = gameState.isNight;
loc->state.isDawn = gameState.isDawn;
loc->scriptEngine.callLocationEnterCallback();
menuManager.onLocationChanged(destName);
};
locations["uni_exterior"]->onTeleport = teleportCallback;
locations["uni_interior"]->onTeleport = teleportCallback;
locations["location_dorm"]->onTeleport = teleportCallback;
gameState.locations["uni_exterior"]->onTeleport = teleportCallback;
gameState.locations["uni_interior"]->onTeleport = teleportCallback;
gameState.locations["location_dorm"]->onTeleport = teleportCallback;
// Share the global int store with all dialogue runtimes so flags set via
// dialogue JSON and via Lua set_dialogue_flag all see the same state.
for (auto& [name, loc] : locations) {
loc->dialogueSystem.setGlobalFlagStore(&globalInts);
for (auto& [name, loc] : gameState.locations) {
loc->dialogueSystem.setGlobalFlagStore(&gameState.globalInts);
}
// Wire tutorial advance callbacks for all locations.
// advanceTutorialStep() guards against double-advancing, so sharing is safe.
for (auto& [name, loc] : locations) {
for (auto& [name, loc] : gameState.locations) {
loc->dialogueSystem.setOnDialogueAdvanced([this]() {
menuManager.advanceTutorialStep();
});
loc->onPlayerFloorWalk = [this]() {
if (menuManager.tutorialStep == TutorialStep::Step2) {
if (gameState.tutorialStep == TutorialStep::Step2) {
menuManager.advanceTutorialStep();
}
menuManager.onPlayerStartedWalking();
@@ -509,19 +509,19 @@ namespace ZL
// Wire inventory callbacks: tutorial tracking + toast notifications.
inventory.onItemAdded = [this](const std::string& itemId) {
gameState.inventory.onItemAdded = [this](const std::string& itemId) {
menuManager.onItemPickedUp(itemId);
const Item* item = ItemRegistry::instance().findById(itemId);
if (item) menuManager.showToast("resources/w/ui/img/toast/item_received001.png", item->name);
};
inventory.onItemRemoved = [this](const std::string& itemId) {
gameState.inventory.onItemRemoved = [this](const std::string& itemId) {
const Item* item = ItemRegistry::instance().findById(itemId);
if (item) menuManager.showToast("resources/w/ui/img/toast/item_removed001.png", item->name);
};
// Wire phone dialogue start function so MenuManager can trigger dialogues.
menuManager.startDialogueFunc = [this](const std::string& id) {
if (currentLocation) currentLocation->dialogueSystem.startDialogue(id);
if (currentLocation()) currentLocation()->dialogueSystem.startDialogue(id);
};
menuManager.startDarklandsTransitionFunc = [this]() {
@@ -533,19 +533,19 @@ namespace ZL
};
menuManager.chatOpenCallback = [this](int chatIndex) {
if (currentLocation)
currentLocation->scriptEngine.callChatOpenCallback(chatIndex);
if (currentLocation())
currentLocation()->scriptEngine.callChatOpenCallback(chatIndex);
};
// Wire chat-bubble callback so dynamic bubbles appear as dialogue lines are shown.
for (auto& [name, loc] : locations) {
for (auto& [name, loc] : gameState.locations) {
loc->dialogueSystem.setOnChatBubbleReady([this](const std::string& text, bool incoming) {
menuManager.onChatBubbleReady(text, incoming);
});
}
// Wire cutscene HUD: show skip button when cutscene starts, restore HUD when it ends.
for (auto& [name, loc] : locations) {
for (auto& [name, loc] : gameState.locations) {
loc->dialogueSystem.setOnCutsceneStarted([this]() {
menuManager.onCutsceneStarted();
});
@@ -554,13 +554,13 @@ namespace ZL
});
}
menuManager.skipCutsceneFunc = [this]() {
if (currentLocation) currentLocation->dialogueSystem.skipCutscene();
if (currentLocation()) currentLocation()->dialogueSystem.skipCutscene();
};
std::cout << "Load resurces step 13" << std::endl;
try {
menuManager.setup(inventory, CONST_ZIP_FILE);
menuManager.setup(gameState.inventory, CONST_ZIP_FILE);
std::cout << "UI loaded successfully" << std::endl;
}
catch (const std::exception& e) {
@@ -569,12 +569,12 @@ namespace ZL
}
menuManager.startGameFunc = [this]() {
currentLocation = locations["location_dorm"];
currentLocation->scriptEngine.callLocationEnterCallback();
gameState.currentLocationName = "location_dorm";
currentLocation()->scriptEngine.callLocationEnterCallback();
};
// Wire HP-change callbacks so all player instances update the health bar HUD.
for (auto& [name, loc] : locations) {
for (auto& [name, loc] : gameState.locations) {
if (loc->player) {
loc->player->state.onHpChanged = [this](float hp, float maxHp) {
menuManager.updateHealthBar(hp, maxHp);
@@ -608,9 +608,9 @@ namespace ZL
if (!menuManager.cutsceneHudActive_)
menuManager.uiManager.draw(renderer);
if (currentLocation)
if (currentLocation())
{
currentLocation->dialogueSystem.draw(renderer);
currentLocation()->dialogueSystem.draw(renderer);
}
glEnable(GL_BLEND);
menuManager.topUiManager.draw(renderer);
@@ -635,30 +635,31 @@ namespace ZL
}
else
{
if (currentLocation)
Location* loc = currentLocation();
if (loc)
{
// Sync global flags so Location's draw functions see them.
currentLocation->state.isDarklands = isDarklands;
currentLocation->state.isNight = menuManager.isNight;
currentLocation->state.isDawn = menuManager.isDawn;
loc->state.isDarklands = gameState.isDarklands;
loc->state.isNight = gameState.isNight;
loc->state.isDawn = gameState.isDawn;
if (isDarklands) {
currentLocation->drawGameDarklands();
if (gameState.isDarklands) {
loc->drawGameDarklands();
CheckGlError(__FILE__, __LINE__);
}
else if (menuManager.isNight) {
currentLocation->drawGameNight();
else if (gameState.isNight) {
loc->drawGameNight();
CheckGlError(__FILE__, __LINE__);
}
else if (currentLocation->shadowMap) {
else if (loc->shadowMap) {
CheckGlError(__FILE__, __LINE__);
currentLocation->drawShadowDepthPass();
loc->drawShadowDepthPass();
CheckGlError(__FILE__, __LINE__);
currentLocation->drawGameWithShadows();
loc->drawGameWithShadows();
CheckGlError(__FILE__, __LINE__);
}
else {
currentLocation->drawGame();
loc->drawGame();
CheckGlError(__FILE__, __LINE__);
}
}
@@ -838,9 +839,9 @@ namespace ZL
if (!menuManager.isMainMenuOpen())
menuManager.update(static_cast<float>(delta));
if (currentLocation)
if (currentLocation())
{
currentLocation->update(delta);
currentLocation()->update(delta);
}
}
@@ -928,8 +929,8 @@ namespace ZL
else if (event.button.button == SDL_BUTTON_RIGHT
&& event.type == SDL_MOUSEBUTTONUP
&& editorMode == EditorMode::Navigation
&& currentLocation) {
currentLocation->editor.handleRightClick();
&& currentLocation()) {
currentLocation()->editor.handleRightClick();
}
}
else if (event.type == SDL_MOUSEMOTION) {
@@ -956,7 +957,7 @@ namespace ZL
}
std::cout << "Current zoom: " << Environment::zoom << std::endl;
// Tutorial step3 → step4: any mouse-wheel scroll counts as "zoom gesture".
if (menuManager.tutorialStep == TutorialStep::Step3) {
if (gameState.tutorialStep == TutorialStep::Step3) {
menuManager.advanceTutorialStep();
}
}
@@ -964,32 +965,27 @@ namespace ZL
if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
switch (event.key.keysym.sym) {
case SDLK_8:
if (editorMode == EditorMode::InteractiveObjects && currentLocation) {
currentLocation->editor.selectInteractiveObject(8);
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(8);
} else {
menuManager.isDawn = !menuManager.isDawn;
if (menuManager.isDawn) menuManager.isNight = true;
gameState.isDawn = !gameState.isDawn;
if (gameState.isDawn) gameState.isNight = true;
}
break;
case SDLK_9:
if (editorMode == EditorMode::InteractiveObjects && currentLocation) {
currentLocation->editor.selectInteractiveObject(9);
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(9);
} else {
startNightTransition();
/*if (menuManager.isDawn) {
menuManager.isDawn = false; // step back: dawn → plain night
} else {
menuManager.isNight = !menuManager.isNight;
}*/
}
break;
case SDLK_0:
if (editorMode == EditorMode::InteractiveObjects && currentLocation) {
currentLocation->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
}
else {
currentLocation->requestDarklandsTransition();
currentLocation()->requestDarklandsTransition();
}
break;
case SDLK_1:
@@ -999,21 +995,21 @@ namespace ZL
case SDLK_5:
case SDLK_6:
case SDLK_7:
if (editorMode == EditorMode::InteractiveObjects && currentLocation) {
currentLocation->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
} else {
currentLocation->switchNavigation(event.key.keysym.sym - SDLK_0);
currentLocation()->switchNavigation(event.key.keysym.sym - SDLK_0);
std::cout << "Switched to nav mesh " << (event.key.keysym.sym - SDLK_0) << std::endl;
}
break;
case SDLK_f:
currentLocation->dialogueSystem.startDialogue("phone_night_aiperi001");
currentLocation()->dialogueSystem.startDialogue("phone_night_aiperi001");
break;
case SDLK_e:
currentLocation->dialogueSystem.startCutscene("computer_cutscene001"); //.startDialogue("test_cutscene_pan_dialogue");
currentLocation()->dialogueSystem.startCutscene("computer_cutscene001"); //.startDialogue("test_cutscene_pan_dialogue");
break;
@@ -1024,12 +1020,12 @@ namespace ZL
editorMode = EditorMode::InteractiveObjects;
else
editorMode = EditorMode::None;
if (currentLocation) {
currentLocation->editorMode = editorMode;
if (currentLocation()) {
currentLocation()->editorMode = editorMode;
if (editorMode == EditorMode::Navigation)
currentLocation->editor.buildNavMeshes();
currentLocation()->editor.buildNavMeshes();
else if (editorMode == EditorMode::InteractiveObjects)
currentLocation->editor.buildInteractiveObjectBoundsMeshes();
currentLocation()->editor.buildInteractiveObjectBoundsMeshes();
}
{
const char* modeName = (editorMode == EditorMode::Navigation) ? "Navigation"
@@ -1055,15 +1051,15 @@ namespace ZL
//std::cout << "current y: " << y << std::endl;
//y = y - 0.002;
std::cout << "Player pos: " << currentLocation->player->state.position.transpose() << std::endl;
std::cout << "Player pos: " << currentLocation()->player->state.position.transpose() << std::endl;
//currentLocation->npcs[0]->walkSpeed -= 0.01f;
//std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
break;
case SDLK_p:
currentLocation = locations["uni_interior"];
currentLocation->player->state.position = Eigen::Vector3f(-0.0189243, 0, -13.4314);
currentLocation->player->setTarget(currentLocation->player->state.position);
gameState.currentLocationName = "uni_interior";
currentLocation()->player->state.position = Eigen::Vector3f(-0.0189243, 0, -13.4314);
currentLocation()->player->setTarget(currentLocation()->player->state.position);
//std::cout << "Switched to location " << ((currentLocation == locations["location1"]) ? "1" : "2") << std::endl;
break;
@@ -1071,8 +1067,8 @@ namespace ZL
//x = x - 1;
//std::cout << "current x: " << x << std::endl;
std::cout << "Azimuth: " << currentLocation->state.cameraAzimuth << std::endl;
std::cout << "Inclination: " << currentLocation->state.cameraInclination << std::endl;
std::cout << "Azimuth: " << currentLocation()->state.cameraAzimuth << std::endl;
std::cout << "Inclination: " << currentLocation()->state.cameraInclination << std::endl;
break;
case SDLK_c:
@@ -1086,22 +1082,22 @@ namespace ZL
break;
case SDLK_b:
if (editorMode != EditorMode::None && currentLocation) {
currentLocation->editor.saveAll();
if (editorMode != EditorMode::None && currentLocation()) {
currentLocation()->editor.saveAll();
}
break;
case SDLK_j:
if (editorMode != EditorMode::None && currentLocation) {
currentLocation->editor.placeTree();
if (editorMode != EditorMode::None && currentLocation()) {
currentLocation()->editor.placeTree();
} else {
menuManager.toggleQuestJournal();
}
break;
case SDLK_v:
if (editorMode != EditorMode::None && currentLocation) {
currentLocation->editor.saveObjects();
if (editorMode != EditorMode::None && currentLocation()) {
currentLocation()->editor.saveObjects();
}
break;
@@ -1152,13 +1148,13 @@ namespace ZL
}
void Game::activateSlowMoEffect() {
if (!currentLocation) return;
if (!currentLocation()) return;
if (currentLocation->player) {
currentLocation->player->state.slowMoTimeRemaining = currentLocation->player->state.slowMoActiveTime;
if (currentLocation()->player) {
currentLocation()->player->state.slowMoTimeRemaining = currentLocation()->player->state.slowMoActiveTime;
}
for (auto& npc : currentLocation->npcs) {
for (auto& npc : currentLocation()->npcs) {
if (npc) {
npc->state.slowMoTimeRemaining = npc->state.slowMoActiveTime;
}
@@ -1168,25 +1164,25 @@ namespace ZL
void Game::enterCameraDragMode(int eventX, int eventY)
{
cameraDragging = true;
if (currentLocation) {
currentLocation->cameraDragging = true;
if (currentLocation()) {
currentLocation()->cameraDragging = true;
// Anchor on the *current* position, not the original press, so the
// camera doesn't snap by however far the finger drifted before the
// movement threshold was crossed.
currentLocation->lastMouseX = eventX;
currentLocation->lastMouseY = eventY;
currentLocation()->lastMouseX = eventX;
currentLocation()->lastMouseY = eventY;
// Snapshot current angles so we can measure how far the user rotates.
dragStartAzimuth = currentLocation->state.cameraAzimuth;
dragStartInclination = currentLocation->state.cameraInclination;
dragStartAzimuth = currentLocation()->state.cameraAzimuth;
dragStartInclination = currentLocation()->state.cameraInclination;
}
}
void Game::exitCameraDragMode()
{
cameraDragging = false;
if (currentLocation) {
currentLocation->cameraDragging = false;
if (currentLocation()) {
currentLocation()->cameraDragging = false;
}
}
@@ -1237,7 +1233,7 @@ namespace ZL
Environment::zoom = newZoom;
// Tutorial step3 → step4: detect a significant pinch-zoom (≥ 2 zoom units).
if (menuManager.tutorialStep == TutorialStep::Step3) {
if (gameState.tutorialStep == TutorialStep::Step3) {
if (std::abs(Environment::zoom - pinchStartZoom) >= 2.0f) {
menuManager.advanceTutorialStep();
}
@@ -1263,7 +1259,7 @@ namespace ZL
const int uiY = Environment::projectionHeight - my;
menuManager.topUiManager.onTouchDown(fingerId, uiX, uiY);
const bool capturedByTopUi = menuManager.topUiManager.isUiInteractionForFinger(fingerId);
const bool dialogueActive = currentLocation && currentLocation->dialogueSystem.isActive();
const bool dialogueActive = currentLocation() && currentLocation()->dialogueSystem.isActive();
if (!dialogueActive && !capturedByTopUi) {
menuManager.uiManager.onTouchDown(fingerId, uiX, uiY);
}
@@ -1299,7 +1295,7 @@ namespace ZL
const int uiX = mx;
const int uiY = Environment::projectionHeight - my;
menuManager.topUiManager.onTouchUp(fingerId, uiX, uiY);
const bool dialogueActive = currentLocation && currentLocation->dialogueSystem.isActive();
const bool dialogueActive = currentLocation() && currentLocation()->dialogueSystem.isActive();
if (!dialogueActive) {
menuManager.uiManager.onTouchUp(fingerId, uiX, uiY);
}
@@ -1334,8 +1330,8 @@ namespace ZL
// Tap → walk-to / interact, using the original press coords so the target
// isn't shifted by tiny finger drift before release.
if (currentLocation) {
currentLocation->handleDown(fingerId, st.downEventX, st.downEventY, st.downMx, st.downMy);
if (currentLocation()) {
currentLocation()->handleDown(fingerId, st.downEventX, st.downEventY, st.downMx, st.downMy);
}
}
@@ -1344,7 +1340,7 @@ namespace ZL
const int uiX = mx;
const int uiY = Environment::projectionHeight - my;
menuManager.topUiManager.onTouchMove(fingerId, uiX, uiY);
const bool dialogueActive = currentLocation && currentLocation->dialogueSystem.isActive();
const bool dialogueActive = currentLocation() && currentLocation()->dialogueSystem.isActive();
if (!dialogueActive) {
menuManager.uiManager.onTouchMove(fingerId, uiX, uiY);
}
@@ -1373,18 +1369,18 @@ namespace ZL
}
}
if (currentLocation) {
if (currentLocation()) {
// Forwarded for dialogue hover and (when cameraDragging) camera rotation.
currentLocation->handleMotion(fingerId, eventX, eventY, mx, my);
currentLocation()->handleMotion(fingerId, eventX, eventY, mx, my);
// Tutorial step1 → step2: detect a significant camera rotation on BOTH axes.
// ~0.15 rad (≈8.6°) per axis ensures the user intentionally panned in 2D,
// not just nudged a single axis by accident.
static constexpr float TUTORIAL_ROTATION_THRESHOLD = 0.15f;
if (cameraDragging
&& menuManager.tutorialStep == TutorialStep::Step1) {
float deltaAz = std::abs(currentLocation->state.cameraAzimuth - dragStartAzimuth);
float deltaInc = std::abs(currentLocation->state.cameraInclination - dragStartInclination);
&& gameState.tutorialStep == TutorialStep::Step1) {
float deltaAz = std::abs(currentLocation()->state.cameraAzimuth - dragStartAzimuth);
float deltaInc = std::abs(currentLocation()->state.cameraInclination - dragStartInclination);
if (deltaAz >= TUTORIAL_ROTATION_THRESHOLD && deltaInc >= TUTORIAL_ROTATION_THRESHOLD) {
menuManager.advanceTutorialStep();
}
@@ -1394,15 +1390,15 @@ namespace ZL
bool Game::startDarklandsTransition()
{
if (!menuManager.isNight)
if (!gameState.isNight)
{
currentLocation->dialogueSystem.startDialogue("darklands_day_dialog001");
currentLocation()->dialogueSystem.startDialogue("darklands_day_dialog001");
return false;
}
if (menuManager.isDawn)
if (gameState.isDawn)
{
currentLocation->dialogueSystem.startDialogue("darklands_morning_dialog001");
currentLocation()->dialogueSystem.startDialogue("darklands_morning_dialog001");
return false;
}
@@ -1434,25 +1430,24 @@ namespace ZL
darklandsFlashAlpha = min(darklandsFlashAlpha + step, 1.0f);
if (darklandsFlashAlpha >= 1.0f) {
if (isNightTransition) {
menuManager.isNight = !menuManager.isNight;
if (currentLocation)
gameState.isNight = !gameState.isNight;
if (currentLocation())
{
//currentLocation->dialogueSystem.startDialogue("dialog_video001");
currentLocation->state.isNight = menuManager.isNight;
currentLocation->scriptEngine.callTriggerNightEnterCallback();
currentLocation()->state.isNight = gameState.isNight;
currentLocation()->scriptEngine.callTriggerNightEnterCallback();
}
} else {
isDarklands = !isDarklands;
gameState.isDarklands = !gameState.isDarklands;
// Change HUD
menuManager.setDarklandsMode(isDarklands);
menuManager.setDarklandsMode(gameState.isDarklands);
if (currentLocation) {
currentLocation->state.isDarklands = isDarklands;
if (isDarklands)
currentLocation->scriptEngine.callDarklandsEnterCallback();
if (currentLocation()) {
currentLocation()->state.isDarklands = gameState.isDarklands;
if (gameState.isDarklands)
currentLocation()->scriptEngine.callDarklandsEnterCallback();
else
currentLocation->scriptEngine.callDarklandsExitCallback();
currentLocation()->scriptEngine.callDarklandsExitCallback();
}
}
darklandsFlashFadingIn = false;