218 lines
7.6 KiB
C++
218 lines
7.6 KiB
C++
#pragma once
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#include "render/Renderer.h"
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#include "Environment.h"
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#include "render/TextureManager.h"
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#include "render/TextRenderer.h"
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#include "items/GameObjectLoader.h"
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#include "items/InteractiveObject.h"
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#include "navigation/PathFinder.h"
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#include "render/ShadowMap.h"
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#include "ScriptEngine.h"
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#include "dialogue/DialogueSystem.h"
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#include "SparkEmitter.h"
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#include "TeleportZone.h"
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#include "LocationEditor.h"
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#include "LocationState.h"
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#include "ISaveable.h"
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#include <functional>
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#include <cstdint>
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#include <unordered_map>
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namespace ZL
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{
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struct PointLight
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{
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std::string id;
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Eigen::Vector3f position; // world space
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Eigen::Vector3f direction; // world space, unit vector the cone points toward
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Eigen::Vector3f color; // RGB, values > 1.0 increase intensity
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bool autoLight = false; // if true, only activates when nearest light to player
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float autoLightDistance = -1.0f; // max distance for autoLight activation; <=0 means unlimited
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// Rectangular limits — keep light confined to a room-sized AABB centred on the light
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float limitX = 99999.f; // shader fragment limit: half-width in world X
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float limitY = 99999.f; // shader fragment limit: half-width in world Z
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float autoLightLimitX = -1.0f; // activation rect half-width X; <0 = use legacy nearest-light logic
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float autoLightLimitY = -1.0f; // activation rect half-width Z
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};
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struct TriggerZone
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{
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std::string id;
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Eigen::Vector3f position = Eigen::Vector3f::Zero();
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float radius = 1.5f;
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float hysteresis = 0.3f; // exit fires at radius + hysteresis to prevent flickering
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bool enabled = true;
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bool playerInside = false; // runtime tracking state, not serialized (mirrored in LocationState)
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};
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struct LocationSetup
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{
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std::string gameObjectsJsonPath;
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std::string interactiveObjectsJsonPath;
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std::string npcsJsonPath;
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std::string dialoguesJsonPath;
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std::vector<std::string> navigationJsonPaths;
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std::string scriptPath;
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std::string teleportsJsonPath;
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std::string triggerZonesJsonPath;
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std::string lightsJsonPath;
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Eigen::Vector3f playerPosition = Eigen::Vector3f::Zero();
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};
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class Location : public ISaveable
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{
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public:
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Location(Renderer& iRenderer, Inventory& iInventory);
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// ---- All serialisable runtime state ----
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LocationState state;
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std::unordered_map<std::string, LoadedGameObject> gameObjects;
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std::vector<InteractiveObject> interactiveObjects;
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std::unique_ptr<Character> player;
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std::vector<std::unique_ptr<Character>> npcs;
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std::vector<PathFinder> navigationMaps;
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PathFinder* navigation = nullptr;
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std::shared_ptr<ShadowMap> shadowMap;
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Eigen::Matrix4f cameraViewMatrix = Eigen::Matrix4f::Identity();
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std::unique_ptr<TextRenderer> npcNameText;
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ScriptEngine scriptEngine;
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Dialogue::DialogueSystem dialogueSystem;
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std::vector<TeleportZone> teleportZones;
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std::function<void(const std::string&, const Eigen::Vector3f&, float)> onTeleport;
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std::vector<TriggerZone> triggerZones;
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std::vector<PointLight> pointLights;
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// Called when the player successfully taps the ground and a floor walk target is set.
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// Used by the tutorial system to detect the "tap to walk" gesture.
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std::function<void()> onPlayerFloorWalk;
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std::function<void()> onPlayerTaxiRequired;
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// Set by Game after setup(). Lua and onDeathAnimComplete call this to
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// request the transition without coupling Location to Game directly.
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std::function<bool()> requestDarklandsTransition;
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std::function<void(bool, bool)> requestNightDayTransition;
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// Set by Game after setup(). Lua calls this to advance the uni_interior HUD
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// from step12 to step13 (trigger-zone encounter hint).
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std::function<void()> requestAdvanceDarklandsHud;
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std::function<void()> requestClosePhone;
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std::function<void()> requestReturnToMainMenu;
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std::function<void(int, bool, const std::string&)> requestSetChatUnread;
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std::function<void()> requestDarklandsPlayBattleMusic;
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std::function<void()> requestDarklandsPlayNormalMusic;
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// Navigation editor — toggle with 'N', save with 'B', right-click to finalize polygon
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EditorMode editorMode = EditorMode::None;
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LocationEditor editor;
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std::vector<std::string> navigationMapPaths;
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// Set by Game when the user's primary pointer (left mouse / single touch)
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// has crossed the tap-vs-drag threshold and is now rotating the camera.
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bool cameraDragging = false;
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int lastMouseX = 0;
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int lastMouseY = 0;
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bool playBattleMusic = false;
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std::shared_ptr<Texture> carTexture;
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VertexRenderStruct carMesh;
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std::shared_ptr<Texture> carWheelTexture;
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VertexRenderStruct carWheelMesh;
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void setup(const LocationSetup& params, Quest::QuestJournal* journal, AudioPlayerAsync* audioPlayer);
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void setupNavigation(const std::vector<std::string>& paths);
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bool switchNavigation(int index);
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InteractiveObject* raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir);
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Character* raycastNpcs(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir, float maxDistance = 100.0f);
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void drawGame();
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void drawShadowDepthPass();
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void drawGameWithShadows();
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void drawGameDarklands();
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void drawGameNight();
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void drawNightShadowDepthPass(const PointLight& light);
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void drawNpcCar();
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bool setNavigationAreaAvailable(const std::string& areaName, bool available);
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void update(int64_t deltaMs);
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void updateNpcCar(int64_t deltaMs);
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void handleDown(int64_t fingerId, int eventX, int eventY, int mx, int my);
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void handleUp(int64_t fingerId, int mx, int my);
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void handleMotion(int64_t fingerId, int eventX, int eventY, int mx, int my);
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bool requestDialogueStart(const std::string& dialogueId);
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bool requestCutsceneStart(const std::string& cutsceneId);
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void setOnCutsceneFinished(std::function<void(const std::string&)> cb);
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void setDialogueFlag(const std::string& flag, int value);
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int getDialogueFlag(const std::string& flag) const;
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void onTaxiCalled();
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// ---- Save / Load ----
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// Serialises LocationState + all Character/InteractiveObject sub-states + Lua globals.
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void save(nlohmann::json& out) const override;
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// Restores state from JSON written by save.
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// Navigation pointer and triggerZone.playerInside are re-synced automatically.
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void load(const nlohmann::json& in) override;
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protected:
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friend class LocationEditor;
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Renderer& renderer;
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Inventory& inventory;
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AudioPlayerAsync* audioPlayer;
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private:
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// ---- Pointer-to-index helpers ----
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InteractiveObject* getTargetInteractiveObject();
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TeleportZone* getTargetTeleportZone();
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int findInteractiveObjectIndex(const InteractiveObject* obj) const;
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int findTeleportZoneIndex(const TeleportZone* tz) const;
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void resolveCharacterCollisions();
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void updateDynamicReplans(int64_t deltaMs);
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void loadTeleportZones(const std::string& jsonPath, const char* zipFile);
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void loadTriggerZones(const std::string& jsonPath, const char* zipFile);
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void loadPointLights(const std::string& jsonPath, const char* zipFile);
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void updateTriggerZones(const Eigen::Vector3f& playerPos);
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void nudgeCharacterAside(Character* standing, const Eigen::Vector3f& awayFrom);
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int findNpcIndex(const Character* npc) const;
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void fireBumpCallbacks(Character* mover, Character* standing);
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std::unordered_map<Character*, Eigen::Vector3f> lastCharacterPositions;
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std::unordered_map<Character*, int64_t> replanCooldownRemainingMs;
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std::unordered_map<Character*, int> stuckFrameCounts;
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std::unordered_map<Character*, float> stuckPauseRemainingS;
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static constexpr float NPC_BUMP_CALLBACK_COOLDOWN = 5.0f;
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std::unordered_map<int, float> npcBumpedByPlayerCooldown;
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std::unordered_map<int, float> npcBumpsPlayerCooldown;
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};
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} // namespace ZL
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