space-game001/src/Location.h

120 lines
3.1 KiB
C++

#pragma once
#include "render/Renderer.h"
#include "Environment.h"
#include "render/TextureManager.h"
#include "items/GameObjectLoader.h"
#include "items/InteractiveObject.h"
#include "navigation/PathFinder.h"
#include "render/ShadowMap.h"
#include "ScriptEngine.h"
#include "dialogue/DialogueSystem.h"
namespace ZL
{
class Location
{
public:
Location(Renderer& iRenderer, Inventory& iInventory, const std::string& locId = "default");
std::shared_ptr<Texture> roomTexture;
VertexRenderStruct roomMesh;
std::unordered_map<std::string, LoadedGameObject> gameObjects;
std::vector<InteractiveObject> interactiveObjects;
std::unique_ptr<Character> player;
std::unique_ptr<Character> girlfriend;
std::vector<std::unique_ptr<Character>> npcs;
float cameraAzimuth = 0.0f;
float cameraInclination = M_PI * 30.f / 180.f;
PathFinder navigation;
std::unique_ptr<ShadowMap> shadowMap;
Eigen::Matrix4f cameraViewMatrix = Eigen::Matrix4f::Identity();
InteractiveObject* targetInteractiveObject = nullptr;
std::shared_ptr<Texture> carTexture;
VertexRenderStruct carMesh;
std::shared_ptr<Texture> carWheelTexture;
VertexRenderStruct carWheelMesh;
Vector3f carPosition = Eigen::Vector3f(0.f, 0.f, 0.f);
float carRotation = 0.f;
float carVelocity = 0.f;
float carAcceleration = 20.0f;
float carFriction = 6.0f;
float carMaxSpeed = 20.0f;
float carMaxReverseSpeed = 8.0f;
float carTurnRate = 1.8f;
float carSteeringAngle = 0.f;
float carMaxSteerAngle = 0.6f;
bool keyForward = false;
bool keyBackward = false;
bool keyLeft = false;
bool keyRight = false;
bool inCar = false;
ScriptEngine scriptEngine;
Dialogue::DialogueSystem dialogueSystem;
//#ifdef SHOW_PATH
std::vector<VertexRenderStruct> debugNavMeshes;
void buildDebugNavMeshes();
void drawDebugNavigation();
//#endif
bool rightMouseDown = false;
int lastMouseX = 0;
int lastMouseY = 0;
void setup();
void setupNavigation();
InteractiveObject* raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir);
Character* raycastNpcs(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir, float maxDistance = 100.0f);
void drawGame();
void drawShadowDepthPass();
void drawGameWithShadows();
bool setNavigationAreaAvailable(const std::string& areaName, bool available);
void update(int64_t deltaMs);
void handleDown(int64_t fingerId, int eventX, int eventY, int mx, int my);
void handleUp(int64_t fingerId, int mx, int my);
void handleMotion(int64_t fingerId, int eventX, int eventY, int mx, int my);
void handleKeyDown(int sdlKey);
void handleKeyUp(int sdlKey);
bool requestDialogueStart(const std::string& dialogueId);
void setDialogueFlag(const std::string& flag, int value);
int getDialogueFlag(const std::string& flag) const;
void cleanup();
void unload();
protected:
Renderer& renderer;
Inventory& inventory;
private:
std::string locationId;
std::string roofObjectKey;
bool roofVisible = true;
std::vector<Eigen::AlignedBox<float, 2>> roofHideZones;
};
} // namespace ZL