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/* game.h
Collects information about the current game
Copyright (C) 2000 Mathias Broxvall
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 2 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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef GAME_H
#define GAME_H
#define SCORE_PLAYER 0
#define SCORE_BLACK 1
#define SCORE_BABY 2
#define SCORE_BIRD 3
#define SCORE_CACTUS 4
#define SCORE_FLAG 5
#define SCORE_MAX 6
#include <vector>
#include "gameHook.h"
#include "general.h"
#include "glHelp.h"
class AnimatedCollection;
class Map;
class Player;
class Weather;
class EditMode;
class Gamer;
class Game {
public:
Game(const char *, Gamer *gamer);
Game(Map *editmap, const char *levelname);
virtual ~Game();
void tick(Real);
void draw(); /* Used for normal drawing mode */
void drawReflection(const Coord3d &focus); /* Used when drawing environmentmaps */
void doExpensiveComputations();
void add(GameHook *);
void queueCall(SCM fun);
void queueCall(SCM fun, double val);
void queueCall(SCM fun, GameHook *subject, SCM object);
void loadLevel(const char *level);
void clearLevel();
GLfloat fogColor[4];
int localPlayers, isNight, startTime, currentLevelSet, useGrid;
double fogThickness, wantedFogThickness;
double jumpFactor, oxygenFactor;
int edit_mode;
Player *player1;
Map *map;
Real gameTime;
Gamer *gamer;
Weather *weather;
static Game *current;
AnimatedCollection *balls;
char levelName[256];
char nextLevel[256];
char returnLevel[256]; /* When returning from bonus levels */
/** Records current default settings for score/time when killing
units and triggering other events */
static double defaultScores[SCORE_MAX][2];
protected:
friend class Ball;
friend class EditMode;
std::vector<GameHook *> hooks[Role_MaxTypes];
private:
typedef struct {
SCM fun;
union {
double val;
struct {
GameHook *subject;
SCM object;
};
};
int type;
} QueuedCall;
std::vector<QueuedCall> queuedCalls;
std::vector<GameHook *> newHooks;
void setDefaults();
};
#endif
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