Open Source Tomb Raider Engine
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Game.cpp 3.1KB

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  1. /*!
  2. * \file src/Game.cpp
  3. * \brief Game abstraction
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Camera.h"
  9. #include "Game.h"
  10. #include "loader/Loader.h"
  11. #include "Log.h"
  12. #include "Render.h"
  13. #include "SoundManager.h"
  14. #include "TextureManager.h"
  15. #include "UI.h"
  16. #include "World.h"
  17. Game::Game() {
  18. mLoaded = false;
  19. mLara = -1;
  20. for (int i = 0; i < ActionEventCount; i++) {
  21. activeEvents[i] = false;
  22. }
  23. }
  24. int Game::initialize() {
  25. // Enable Renderer
  26. Render::setMode(RenderMode::LoadScreen);
  27. return 0;
  28. }
  29. void Game::display() {
  30. Render::display();
  31. }
  32. void Game::destroy() {
  33. mLoaded = false;
  34. mLara = -1;
  35. Render::setMode(RenderMode::LoadScreen);
  36. Camera::reset();
  37. Render::clearRoomList();
  38. SoundManager::clear();
  39. TextureManager::clear();
  40. getWorld().destroy();
  41. }
  42. int Game::loadLevel(const char* level) {
  43. destroy();
  44. getLog() << "Loading " << level << Log::endl;
  45. auto loader = Loader::createLoader(level);
  46. if (loader) {
  47. int error = loader->load(level);
  48. if (error != 0) {
  49. getLog() << "Error loading level (" << error << ")..." << Log::endl;
  50. destroy();
  51. return -2;
  52. }
  53. for (int i = 0; i < getWorld().sizeMesh(); i++) {
  54. getWorld().getMesh(i).prepare();
  55. }
  56. for (int i = 0; i < getWorld().sizeRoom(); i++) {
  57. getWorld().getRoom(i).prepare();
  58. }
  59. SoundManager::prepareSources();
  60. if (mLara == -1) {
  61. getLog() << "Can't find Lara entity in level?!" << Log::endl;
  62. UI::setVisible(true);
  63. } else {
  64. mLoaded = true;
  65. Render::setMode(RenderMode::Texture);
  66. Camera::setPosition(glm::vec3(getLara().getPos(0),
  67. getLara().getPos(1) - 1024.0f,
  68. getLara().getPos(2)));
  69. }
  70. } else {
  71. getLog() << "No suitable loader for this level!" << Log::endl;
  72. return -1;
  73. }
  74. return 0;
  75. }
  76. void Game::handleAction(ActionEvents action, bool isFinished) {
  77. assert(action < ActionEventCount);
  78. if (!mLoaded)
  79. return;
  80. if (isFinished) {
  81. activeEvents[action] = false;
  82. Camera::handleAction(action, isFinished);
  83. } else {
  84. if (!activeEvents[action])
  85. Camera::handleAction(action, isFinished);
  86. activeEvents[action] = true;
  87. }
  88. }
  89. void Game::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
  90. if (!mLoaded)
  91. return;
  92. Camera::handleMouseMotion(xrel, yrel);
  93. }
  94. void Game::handleControllerAxis(float value, KeyboardButton axis) {
  95. if (!mLoaded)
  96. return;
  97. Camera::handleControllerAxis(value, axis);
  98. }
  99. void Game::handleControllerButton(KeyboardButton button, bool released) {
  100. if (!mLoaded)
  101. return;
  102. Camera::handleControllerButton(button, released);
  103. }
  104. Entity& Game::getLara() {
  105. assert(mLara >= 0);
  106. assert(mLara < (int)getWorld().sizeEntity());
  107. return getWorld().getEntity(mLara);
  108. }
  109. void Game::setLara(long lara) {
  110. assert(lara >= 0);
  111. assert(lara < getWorld().sizeEntity());
  112. mLara = lara;
  113. }