File: LevelHandler.h

package info (click to toggle)
jazz2-native 3.5.0-1
  • links: PTS, VCS
  • area: contrib
  • in suites:
  • size: 16,836 kB
  • sloc: cpp: 172,557; xml: 113; python: 36; makefile: 5; sh: 2
file content (338 lines) | stat: -rw-r--r-- 12,886 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
#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();
	};
}