1 | /*! |
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2 | \file world.h |
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3 | \brief Holds and manages all game data |
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4 | */ |
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5 | |
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6 | #ifndef WORLD_H |
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7 | #define WORLD_H |
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8 | |
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9 | #include "stdincl.h" |
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10 | |
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11 | class Track; |
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12 | class WorldEntity; |
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13 | |
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14 | //! The game environment |
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15 | class World { |
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16 | |
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17 | public: |
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18 | World (); |
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19 | ~World (); |
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20 | |
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21 | template<typename T> |
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22 | T* spawn(Location* loc, WorldEntity* owner); // template to be able to spawn any derivation of WorldEntity |
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23 | template<typename T> |
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24 | T* spawn(Placement* plc, WorldEntity* owner); |
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25 | |
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26 | void time_slice (Uint32 deltaT); |
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27 | void collide (); |
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28 | void draw (); |
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29 | void update (); // maps Locations to Placements |
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30 | void calc_camera_pos (Location* loc, Placement* plc); |
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31 | |
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32 | void unload (); |
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33 | |
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34 | void load_debug_level (); |
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35 | |
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36 | private: |
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37 | |
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38 | List<WorldEntity>* entities; |
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39 | |
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40 | // base level data |
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41 | Track* track; |
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42 | Uint32 tracklen; |
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43 | Vector* pathnodes; |
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44 | |
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45 | }; |
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46 | |
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47 | /** |
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48 | \brief spawn a new WorldEntity at a Location |
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49 | \param loc: the Location where the Entity should be spawned |
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50 | \param owner: a pointer to the parent of the Entity |
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51 | \return a pointer to the new WorldEntity or NULL if there was an error |
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52 | |
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53 | You can use this function to spawn any derivation of WorldEntity you want, just specify the desired |
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54 | class within the template specification brackets. Do not attempt to spawn any classes that have NOT been |
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55 | derived from WorldEntity, you won't even be able to compile the code. Note that this version of spawn() |
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56 | works with both free and bound WorldEntities. |
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57 | */ |
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58 | template<typename T> T* World::spawn(Location* loc = NULL, WorldEntity* owner = NULL) |
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59 | { |
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60 | Location zeroloc; |
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61 | T* entity = new T(); |
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62 | entities->add ((WorldEntity*)entity, LIST_ADD_NEXT); |
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63 | if( loc == NULL) |
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64 | { |
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65 | zeroloc.dist = 0; |
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66 | zeroloc.part = 0; |
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67 | zeroloc.pos = Vector(); |
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68 | zeroloc.rot = Quaternion(); |
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69 | loc = &zeroloc; |
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70 | } |
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71 | entity->init (loc, owner); |
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72 | if (entity->bFree) |
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73 | { |
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74 | track[loc->part].map_coords( loc, entity->get_placement()); |
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75 | } |
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76 | entity->post_spawn (); |
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77 | return entity; |
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78 | } |
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79 | |
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80 | /** |
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81 | \brief spawn a new WorldEntity at a Placement |
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82 | \param lplc: the placement where the Entity should be spawned |
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83 | \param owner: a pointer to the parent of the Entity |
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84 | \return a pointer to the new WorldEntity or NULL if there was an error |
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85 | |
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86 | You can use this function to spawn any FREE derivation of WorldEntity you want, just specify the desired |
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87 | class within the template specification brackets. Do not attempt to spawn any classes that have NOT been |
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88 | derived from WorldEntity, you won't even be able to compile the code. Note that this version of spawn() |
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89 | works with free WorldEntities only, you will provoke an error message if you try to spawn a bound Entity with |
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90 | a Placement. |
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91 | */ |
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92 | template<typename T> T* World::spawn(Placement* plc, WorldEntity* owner = NULL) |
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93 | { |
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94 | T* entity = new T(); |
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95 | entities->add ((WorldEntity*)entity, LIST_ADD_NEXT); |
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96 | entity->init (plc, owner); |
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97 | if (!entity->bFree) |
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98 | { |
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99 | printf("Can't spawn unfree entity with placement\n"); |
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100 | entities->remove( (WorldEntity*)entity, LIST_FIND_FW); |
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101 | return NULL; |
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102 | } |
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103 | entity->post_spawn (); |
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104 | return entity; |
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105 | } |
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106 | |
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107 | #endif |
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