81 lines
2.1 KiB
C++
81 lines
2.1 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 "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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namespace ZL
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{
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class Location
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{
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public:
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Location(Renderer& iRenderer, Inventory& iInventory);
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std::shared_ptr<Texture> roomTexture;
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VertexRenderStruct roomMesh;
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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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float cameraAzimuth = 0.0f;
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float cameraInclination = M_PI * 30.f / 180.f;
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PathFinder navigation;
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std::unique_ptr<ShadowMap> shadowMap;
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Eigen::Matrix4f cameraViewMatrix = Eigen::Matrix4f::Identity();
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InteractiveObject* targetInteractiveObject = nullptr;
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ScriptEngine scriptEngine;
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Dialogue::DialogueSystem dialogueSystem;
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#ifdef SHOW_PATH
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std::vector<VertexRenderStruct> debugNavMeshes;
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void buildDebugNavMeshes();
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void drawDebugNavigation();
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#endif
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bool rightMouseDown = false;
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int lastMouseX = 0;
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int lastMouseY = 0;
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void setup();
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void setupNavigation();
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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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bool setNavigationAreaAvailable(const std::string& areaName, bool available);
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void update(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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void setDialogueFlag(const std::string& flag, int value);
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int getDialogueFlag(const std::string& flag) const;
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protected:
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Renderer& renderer;
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Inventory& inventory;
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};
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} // namespace ZL
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