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#pragma once
#include "ILevelHandler.h"
#include "IResumable.h"
#include "IStateHandler.h"
#include "IRootController.h"
#include "LevelDescriptor.h"
#include "WeatherType.h"
#include "Events/EventMap.h"
#include "Events/EventSpawner.h"
#include "Tiles/ITileMapOwner.h"
#include "Tiles/TileMap.h"
#include "Collisions/DynamicTreeBroadPhase.h"
#include "Input/RumbleProcessor.h"
#include "Input/ControlScheme.h"
#include "Rendering/UpscaleRenderPass.h"
#include "../nCine/Graphics/Shader.h"
#include "../nCine/Audio/AudioBufferPlayer.h"
#include "../nCine/Audio/AudioStreamPlayer.h"
#if defined(WITH_IMGUI)
# include <imgui.h>
#endif
using namespace Jazz2::Input;
namespace Jazz2
{
namespace Actors
{
class Player;
}
namespace Actors::Bosses
{
class BossBase;
}
namespace Rendering
{
class LightingRenderer;
class BlurRenderPass;
class CombineRenderer;
class PlayerViewport;
}
#if defined(WITH_ANGELSCRIPT)
namespace Scripting
{
class LevelScriptLoader;
}
#endif
namespace UI
{
class HUD;
class InGameConsole;
}
namespace UI::Menu
{
class InGameMenu;
}
/** @brief Level handler of a local game session */
class LevelHandler : public ILevelHandler, public IStateHandler, public IResumable, public Tiles::ITileMapOwner
{
DEATH_RUNTIME_OBJECT(ILevelHandler, IStateHandler);
friend class Rendering::LightingRenderer;
friend class Rendering::BlurRenderPass;
friend class Rendering::CombineRenderer;
friend class Rendering::PlayerViewport;
#if defined(WITH_ANGELSCRIPT)
friend class Scripting::LevelScriptLoader;
#endif
friend class UI::HUD;
friend class UI::Menu::InGameMenu;
public:
/** @{ @name Constants */
/** @brief Default width of viewport */
static constexpr std::int32_t DefaultWidth = 720;
/** @brief Default height of viewport */
static constexpr std::int32_t DefaultHeight = 405;
/** @brief Range of tile activation */
static constexpr std::int32_t ActivateTileRange = 26;
/** @} */
LevelHandler(IRootController* root);
~LevelHandler() override;
bool Initialize(const LevelInitialization& levelInit) override;
bool Initialize(Stream& src, std::uint16_t version) override;
Events::EventSpawner* EventSpawner() override;
Events::EventMap* EventMap() override;
Tiles::TileMap* TileMap() override;
GameDifficulty GetDifficulty() const override;
bool IsLocalSession() const override;
bool IsServer() const override;
bool IsPausable() const override;
bool IsReforged() const override;
bool CanActivateSugarRush() const override;
bool CanEventDisappear(EventType eventType) const override;
bool CanPlayersCollide() const override;
Recti GetLevelBounds() const override;
float GetElapsedFrames() const override;
float GetGravity() const override;
float GetWaterLevel() const override;
float GetHurtInvulnerableTime() const override;
ArrayView<const std::shared_ptr<Actors::ActorBase>> GetActors() const override;
ArrayView<Actors::Player* const> GetPlayers() const override;
float GetDefaultAmbientLight() const override;
float GetAmbientLight(Actors::Player* player) const override;
void SetAmbientLight(Actors::Player* player, float value) override;
Vector2i GetViewSize() const override;
void OnBeginFrame() override;
void OnEndFrame() override;
void OnInitializeViewport(std::int32_t width, std::int32_t height) override;
/** @brief Called when a console command is entered */
virtual bool OnConsoleCommand(StringView line);
void OnKeyPressed(const KeyboardEvent& event) override;
void OnKeyReleased(const KeyboardEvent& event) override;
void OnTextInput(const TextInputEvent& event) override;
void OnTouchEvent(const TouchEvent& event) override;
void AddActor(std::shared_ptr<Actors::ActorBase> actor) override;
std::shared_ptr<AudioBufferPlayer> PlaySfx(Actors::ActorBase* self, StringView identifier, AudioBuffer* buffer, const Vector3f& pos, bool sourceRelative, float gain, float pitch) override;
std::shared_ptr<AudioBufferPlayer> PlayCommonSfx(StringView identifier, const Vector3f& pos, float gain = 1.0f, float pitch = 1.0f) override;
void WarpCameraToTarget(Actors::ActorBase* actor, bool fast = false) override;
bool IsPositionEmpty(Actors::ActorBase* self, const AABBf& aabb, Tiles::TileCollisionParams& params, Actors::ActorBase** collider) override;
void FindCollisionActorsByAABB(const Actors::ActorBase* self, const AABBf& aabb, Function<bool(Actors::ActorBase*)>&& callback) override;
void FindCollisionActorsByRadius(float x, float y, float radius, Function<bool(Actors::ActorBase*)>&& callback) override;
void GetCollidingPlayers(const AABBf& aabb, Function<bool(Actors::ActorBase*)>&& callback) override;
void BroadcastTriggeredEvent(Actors::ActorBase* initiator, EventType eventType, std::uint8_t* eventParams) override;
void BeginLevelChange(Actors::ActorBase* initiator, ExitType exitType, StringView nextLevel = {}) override;
void SendPacket(const Actors::ActorBase* self, ArrayView<const std::uint8_t> data) override;
void HandleBossActivated(Actors::Bosses::BossBase* boss, Actors::ActorBase* initiator = nullptr) override;
void HandleLevelChange(LevelInitialization&& levelInit) override;
void HandleGameOver(Actors::Player* player) override;
bool HandlePlayerDied(Actors::Player* player) override;
void HandlePlayerWarped(Actors::Player* player, Vector2f prevPos, WarpFlags flags) override;
void HandlePlayerCoins(Actors::Player* player, std::int32_t prevCount, std::int32_t newCount) override;
void HandlePlayerGems(Actors::Player* player, std::uint8_t gemType, std::int32_t prevCount, std::int32_t newCount) override;
void SetCheckpoint(Actors::Player* player, Vector2f pos) override;
void RollbackToCheckpoint(Actors::Player* player) override;
void HandleActivateSugarRush(Actors::Player* player) override;
void HandleCreateParticleDebrisOnPerish(const Actors::ActorBase* self, Actors::ParticleDebrisEffect effect, Vector2f speed) override;
void HandleCreateSpriteDebris(const Actors::ActorBase* self, AnimState state, std::int32_t count) override;
void ShowLevelText(StringView text, Actors::ActorBase* initiator = nullptr) override;
StringView GetLevelText(std::uint32_t textId, std::int32_t index = -1, std::uint32_t delimiter = 0) override;
void OverrideLevelText(std::uint32_t textId, StringView value) override;
Vector2f GetCameraPos(Actors::Player* player) const override;
void LimitCameraView(Actors::Player* player, Vector2f playerPos, std::int32_t left, std::int32_t width) override;
void OverrideCameraView(Actors::Player* player, float x, float y, bool topLeft = false) override;
void ShakeCameraView(Actors::Player* player, float duration) override;
void ShakeCameraViewNear(Vector2f pos, float duration) override;
bool GetTrigger(std::uint8_t triggerId) override;
void SetTrigger(std::uint8_t triggerId, bool newState) override;
void SetWeather(WeatherType type, std::uint8_t intensity) override;
bool BeginPlayMusic(StringView path, bool setDefault = false, bool forceReload = false) override;
bool PlayerActionPressed(Actors::Player* player, PlayerAction action, bool includeGamepads = true) override;
bool PlayerActionPressed(Actors::Player* player, PlayerAction action, bool includeGamepads, bool& isGamepad) override;
bool PlayerActionHit(Actors::Player* player, PlayerAction action, bool includeGamepads = true) override;
bool PlayerActionHit(Actors::Player* player, PlayerAction action, bool includeGamepads, bool& isGamepad) override;
float PlayerHorizontalMovement(Actors::Player* player) override;
float PlayerVerticalMovement(Actors::Player* player) override;
void PlayerExecuteRumble(Actors::Player* player, StringView rumbleEffect) override;
bool SerializeResumableToStream(Stream& dest) override;
void OnAdvanceDestructibleTileAnimation(std::int32_t tx, std::int32_t ty, std::int32_t amount) override {}
void OnTileFrozen(std::int32_t x, std::int32_t y) override;
protected:
/** @brief Describes current input state of a player */
struct PlayerInput {
std::uint64_t PressedActions;
std::uint64_t PressedActionsLast;
Vector2f RequiredMovement;
Vector2f FrozenMovement;
bool Frozen;
PlayerInput();
};
#ifndef DOXYGEN_GENERATING_OUTPUT
// Hide these members from documentation before refactoring
IRootController* _root;
Shader* _lightingShader;
Shader* _blurShader;
Shader* _downsampleShader;
Shader* _combineShader;
Shader* _combineWithWaterShader;
Rendering::UpscaleRenderPassWithClipping _upscalePass;
std::unique_ptr<SceneNode> _rootNode;
std::unique_ptr<Texture> _noiseTexture;
SmallVector<std::unique_ptr<Rendering::PlayerViewport>, 0> _assignedViewports;
#if defined(WITH_ANGELSCRIPT)
std::unique_ptr<Scripting::LevelScriptLoader> _scripts;
#endif
SmallVector<std::shared_ptr<Actors::ActorBase>, 0> _actors;
SmallVector<Actors::Player*, LevelInitialization::MaxPlayerCount> _players;
String _levelName;
String _levelDisplayName;
String _defaultNextLevel;
String _defaultSecretLevel;
GameDifficulty _difficulty;
WeatherType _weatherType;
std::uint8_t _weatherIntensity;
ExitType _nextLevelType;
float _nextLevelTime;
String _nextLevelName;
String _musicDefaultPath, _musicCurrentPath;
Recti _levelBounds;
bool _isReforged, _cheatsUsed;
bool _checkpointCreated;
SmallVector<String, 0> _levelTexts;
Events::EventSpawner _eventSpawner;
std::unique_ptr<Events::EventMap> _eventMap;
std::unique_ptr<Tiles::TileMap> _tileMap;
Collisions::DynamicTreeBroadPhase _collisions;
Vector2i _viewSize;
Rectf _viewBoundsTarget;
std::int64_t _elapsedMillisecondsBegin;
float _elapsedFrames;
float _checkpointFrames;
float _waterLevel;
Vector4f _defaultAmbientLight;
#if defined(WITH_AUDIO)
std::unique_ptr<AudioStreamPlayer> _music;
SmallVector<std::shared_ptr<AudioBufferPlayer>> _playingSounds;
std::shared_ptr<AudioBufferPlayer> _sugarRushMusic;
#endif
Metadata* _commonResources;
std::unique_ptr<UI::HUD> _hud;
std::unique_ptr<UI::InGameConsole> _console;
std::shared_ptr<UI::Menu::InGameMenu> _pauseMenu;
std::shared_ptr<Actors::Bosses::BossBase> _activeBoss;
BitArray _pressedKeys;
std::uint32_t _overrideActions;
PlayerInput _playerInputs[ControlScheme::MaxSupportedPlayers];
#if defined(NCINE_HAS_GAMEPAD_RUMBLE)
RumbleProcessor _rumble;
HashMap<String, std::shared_ptr<RumbleDescription>> _rumbleEffects;
#endif
#endif
/** @brief Invokes the specified callback asynchronously, usually at the end of current frame */
void InvokeAsync(Function<void()>&& callback);
/** @brief Attaches all required level components to the handler */
virtual void AttachComponents(LevelDescriptor&& descriptor);
/** @brief Creates HUD */
virtual std::unique_ptr<UI::HUD> CreateHUD();
/** @brief Spawns all players */
virtual void SpawnPlayers(const LevelInitialization& levelInit);
/** @brief Returns `true` if cheats are enabled */
virtual bool IsCheatingAllowed();
/** @brief Called after the level is loaded and all players were spawned */
virtual void OnInitialized();
/** @brief Called before an actor (object) is destroyed */
virtual void BeforeActorDestroyed(Actors::ActorBase* actor);
/** @brief Processes events */
virtual void ProcessEvents(float timeMult);
/** @brief Processes transition to the next level if queued */
virtual void ProcessQueuedNextLevel();
/** @brief Prepares @ref LevelInitialization for transition to the next level */
virtual void PrepareNextLevelInitialization(LevelInitialization& levelInit);
/** @brief Returns player viewport bounds */
Recti GetPlayerViewportBounds(std::int32_t w, std::int32_t h, std::int32_t index);
/** @brief Processes weather */
void ProcessWeather(float timeMult);
/** @brief Resolves collisions */
void ResolveCollisions(float timeMult);
/** @brief Assigns viewport */
void AssignViewport(Actors::Player* player);
/** @brief Initializes camera for specified viewport */
void InitializeCamera(Rendering::PlayerViewport& viewport);
/** @brief Updates pressed actions */
void UpdatePressedActions();
/** @brief Updates rich presence */
void UpdateRichPresence();
/** @brief Initializes common rumble effects */
void InitializeRumbleEffects();
/** @brief Registers a rumple effect */
RumbleDescription* RegisterRumbleEffect(StringView name);
/** @brief Pauses the game */
void PauseGame();
/** @brief Resumes the paused game */
void ResumeGame();
#if defined(WITH_IMGUI)
ImVec2 WorldPosToScreenSpace(const Vector2f pos);
#endif
private:
bool CheatKill();
bool CheatGod();
bool CheatNext();
bool CheatGuns();
bool CheatRush();
bool CheatGems();
bool CheatBird();
bool CheatLife();
bool CheatPower();
bool CheatCoins();
bool CheatMorph();
bool CheatShield();
};
}
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