space-game001/src/Location.h
2026-04-19 20:28:22 +03:00

233 lines
6.8 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"
#include <string>
#include <functional>
namespace ZL
{
struct NpcCar
{
enum class Mode { FOLLOW_WAYPOINTS, FOLLOW_PLAYER, NONE, NONE_STAY };
Eigen::Vector3f position = Eigen::Vector3f::Zero();
float rotation = 0.f;
float velocity = 0.f;
float steeringAngle = 0.f;
float acceleration = 20.0f;
float friction = 6.0f;
float maxSpeed = 24.0f;
float maxReverseSpeed = 8.0f;
float turnRate = 1.8f;
float maxSteerAngle = 0.6f;
Mode mode = Mode::FOLLOW_WAYPOINTS;
std::vector<Eigen::Vector3f> waypoints;
size_t currentWaypoint = 0;
float waypointReachRadius = 3.0f;
float followMinDistance = 15.0f;
float followMaxDistance = 25.0f;
std::shared_ptr<Texture> texture;
};
class Location
{
public:
Location(Renderer& iRenderer, Inventory& iInventory, const std::string& locId = "default");
std::string getLocationId() const { return locationId; }
std::shared_ptr<Texture> roomTexture;
VertexRenderStruct roomMesh;
std::unordered_map<std::string, LoadedGameObject> gameObjects;
std::vector<InteractiveObject> interactiveObjects;
VertexRenderStruct tileMesh;
std::shared_ptr<Texture> azsTexture;
std::shared_ptr<Texture> roadTexture;
std::shared_ptr<Texture> grassTexture;
std::unique_ptr<Character> player;
std::unique_ptr<Character> girlfriend;
std::unique_ptr<Character> salesperson;
std::unique_ptr<Character> police;
std::unique_ptr<Character> bandit;
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;
NpcCar npcCar;
bool keyForward = false;
bool keyBackward = false;
bool keyLeft = false;
bool keyRight = false;
bool inCar = false;
bool girlfriendInCar = false;
Eigen::Vector3f girlfriendLastFollowTarget = Eigen::Vector3f::Zero();
bool girlfriendLastFollowTargetValid = false;
bool dialoguePlayedOffroad = false;
bool dialoguePlayedCrash = false;
bool dialoguePlayedDrivingGas1 = false;
bool dialogueDrivingGas1Finished = false;
bool dialoguePlayedGas1 = false;
bool dialoguePlayedGirlfriend1 = false;
bool dialoguePlayedPhone1 = false;
bool dialoguePhone1Finished = false;
bool npcCarSpawnedAfterPhone = false;
bool carOutOfGas = false;
bool dialoguePlayedDrivingGasOut = false;
float distanceRemaining = 4000.f;//10000.0f;
bool dialoguePlayedDistance7000 = false;
bool dialoguePlayedDistance5000 = false;
bool dialoguePlayedDistance2000 = false;
bool dialoguePlayedDistance0 = false;
bool policeFollow = false;
bool girlfriendRescued = false;
enum class PoliceEncounterStage { Idle, Approaching, Returning, Done };
PoliceEncounterStage policeEncounterStage = PoliceEncounterStage::Idle;
bool playerFrozen = false;
float policeDrivingDialogueTimer = 8.0f;
bool banditFollowingPlayer = false;
bool dialoguePlayedBanditCaught1 = false;
bool dialoguePlayedBanditCaught3 = false;
bool banditEncounterFrozePlayer = false;
Eigen::Vector3f banditLastFollowTarget = Eigen::Vector3f::Zero();
bool banditLastFollowTargetValid = false;
bool dialoguePlayedVillageRescue1 = false;
bool dialoguePlayedVillageIntro1 = false;
bool dialogueVillageIntro1Finished = false;
bool dialoguePlayedVillageIntro2 = false;
bool dialoguePlayedVillageFinal1 = false;
bool dialoguePlayedVillageFinal2 = false;
std::function<void(const std::string&)> onLocationChangeRequest;
ScriptEngine scriptEngine;
Dialogue::DialogueSystem dialogueSystem;
//#ifdef SHOW_PATH
std::vector<VertexRenderStruct> debugNavMeshes;
void buildDebugNavMeshes();
void drawDebugNavigation();
std::vector<VertexRenderStruct> debugForbiddenMeshes;
void buildDebugForbiddenMeshes();
void drawDebugForbidden();
//#endif
bool rightMouseDown = false;
int lastMouseX = 0;
int lastMouseY = 0;
bool mouseInitialized = false;
bool wasKeyForward = false;
bool invertCameraY = true;
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 updateNpcCar(int64_t deltaMs);
void updateGirlfriendFollow();
void updateBanditFollow();
void drawNpcCar();
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 dx, int dy, 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;
std::string azsRoofObjectKey;
bool azsRoofVisible = true;
std::vector<Eigen::AlignedBox<float, 2>> azsRoofHideZones;
bool isCarFootprintWalkable(const Eigen::Vector3f& center, float rotation) const;
bool isPointInCarFootprint(const Eigen::Vector3f& point, const Eigen::Vector3f& center, float rotation) const;
bool doesPlayerCarCollideWithNpcCar(const Eigen::Vector3f& center, float rotation) const;
void pushOutOfNpcCarFootprint(Eigen::Vector3f& position) const;
// --- FIRST PERSON BUILDING ZONE ---
bool firstPersonMode = false;
Eigen::AlignedBox<float, 2> buildingFirstPersonZone; // X,Z min/max
float savedCameraAzimuth = 0.f;
float savedCameraInclination = 0.f;
// -----------------------------------
};
} // namespace ZL