File: World2D.h

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (179 lines) | stat: -rw-r--r-- 4,627 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
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_WORLD2D_H
#define HPL_WORLD2D_H

#include "hpl1/engine/game/GameTypes.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/system/SystemTypes.h"

#include "hpl1/engine/scene/SoundSource.h"
#include "common/stablemap.h"

class TiXmlElement;

namespace hpl {

class cGraphics;
class cResources;
class cSound;

class iCamera;
class cCamera2D;
class cTileMap;
class cTile;
class cNode2D;
class cBody2D;
class cCollider2D;
class cGridMap2D;
class cLight2DPoint;
class iLight2D;
class cImageEntity;
class cParticleManager;
class cArea2D;
class iScript;
class cMesh2D;
class iParticleSystem2D;

class cWorld2D {
	friend class cCollider2D;

public:
	cWorld2D(tString asName, cGraphics *apGraphics, cResources *apResources, cSound *apSound, cCollider2D *apCollider);
	~cWorld2D();

	tString GetName() { return msName; }

	bool CreateFromFile(tString asFile);

	void Render(cCamera2D *apCamera);

	void Update(float afTimeStep);

	cVector2f GetWorldSize() { return mvWorldSize; }

	iScript *GetScript() { return mpScript; }

	void ResetBodyIDCount() { mlBodyIDCount = 0; }

	///// LIGHT METHODS ////////////////////

	cLight2DPoint *CreateLightPoint(tString asName = "");
	void DestroyLight(iLight2D *apLight);
	cGridMap2D *GetGridMapLights();
	iLight2D *GetLight(const tString &asName);

	///// BODY METHODS ////////////////////

	cBody2D *CreateBody2D(const tString &asName, cMesh2D *apMesh, cVector2f avSize);
	cGridMap2D *GetGridMapBodies() { return mpMapBodies; }

	///// AREA METHODS ////////////////////
	cGridMap2D *GetGridMapAreas() { return mpMapAreas; }

	/**
	 * Gets an area on the map. This does a linear search and very fast.
	 * \param asName The name, if "" then the first of the correct type is returned
	 * \param asType The typem if "" then type doesn't matter.
	 * \return
	 */
	cArea2D *GetArea(const tString &asName, const tString &asType);

	///// SOUNDSOURCE METHODS ////////////////////

	cSoundSource *CreateSoundSource(const tString &asName, const tString &asSoundName, bool abVolatile);
	void DestroySoundSource(cSoundSource *apSound);

	///// ENTITY METHODS ////////////////////

	cImageEntity *CreateImageEntity(tString asName, tString asDataName);
	cGridMap2D *GetGridMapImageEntities() { return mpMapImageEntities; }
	void DestroyImageEntity(cImageEntity *apEntity);
	cImageEntity *GetImageEntity(const tString &asName);

	///// PARTICLE METHODS ////////////////////

	iParticleSystem2D *CreateParticleSystem(const tString &asName, const cVector3f &avSize);
	void DestroyParticleSystem(iParticleSystem2D *apPS);

	///// TILE METHODS ////////////////////

	cTileMap *GetTileMap() { return mpTileMap; }
	// Test!
	void CreateTileMap();

	/// NODE METHODS //////////////////////
	cNode2D *GetRootNode() { return mpRootNode; }

private:
	tString msName;
	cGraphics *mpGraphics;
	cSound *mpSound;
	cResources *mpResources;
	cCollider2D *mpCollider;

	cVector2f mvWorldSize;

	iScript *mpScript;

	cGridMap2D *mpMapLights;
	cGridMap2D *mpMapImageEntities;
	cGridMap2D *mpMapBodies;
	cGridMap2D *mpMapParticles;
	cGridMap2D *mpMapAreas;

	tSoundSourceList mlstSoundSources;

	int mlBodyIDCount;

	cTileMap *mpTileMap;
	cNode2D *mpRootNode;

	tString msMapName;
	float mfLightZ;
	cColor mAmbientColor;

	// Update
	void UpdateEntities();
	void UpdateBodies();
	void UpdateParticles();
	void UpdateSoundSources();
	void UpdateLights();

	// Render
	void RenderImagesEntities(cCamera2D *apCamera);
	void RenderParticles(cCamera2D *apCamera);

	// Load helper
	int LoadTileData(cTile *apTile, tString *asData, int alStart);
};

} // namespace hpl

#endif // HPL_WOLRD2D_H