author | Tero Marttila <terom@fixme.fi> |
Tue, 13 Jan 2009 23:15:47 +0200 | |
changeset 393 | 5dd4d782cf3a |
parent 274 | c35307e8645c |
child 408 | e6cfc44266af |
permissions | -rw-r--r-- |
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#ifndef GAMESTATE_HH |
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#define GAMESTATE_HH |
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class GameState; |
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#include "PhysicsWorld.hh" |
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#include "Player.hh" |
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#include "Projectile.hh" |
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#include "Rope.hh" |
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#include "Input.hh" |
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#include "GraphicsPointer.hh" |
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#include "Config.hh" |
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#include <list> |
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#include <stdexcept> |
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#include <cmath> |
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class GameStateEventHandler { |
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friend class GameState; |
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protected: |
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virtual void on_player_joined (Player *p) = 0; |
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virtual void on_player_left (Player *p) = 0; |
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}; |
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class GameState { |
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public: |
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std::list<Player*> player_list; |
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std::list<Projectile*> projectiles; |
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PhysicsWorld world; |
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/** |
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* The one LocalPlayer that *we* control |
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*/ |
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LocalPlayer *local_player; |
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protected: |
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/** |
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* Notify someone about events? |
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*/ |
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GameStateEventHandler *event_handler; |
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a basic implementation of game messages, plus some weird GameStateEvent stuff
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public: |
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/** |
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* ... |
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* |
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* This should take some arguments |
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*/ |
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GameState (void); |
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a basic implementation of game messages, plus some weird GameStateEvent stuff
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parents:
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/** |
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* Set event handler, only one can be set |
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a basic implementation of game messages, plus some weird GameStateEvent stuff
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*/ |
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void setEventHandler (GameStateEventHandler *handler); |
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/** |
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* Adds projectile to our list of projectiles to draw |
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*/ |
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void addProjectile(Projectile *projectile); |
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/** |
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* Get our current LocalPlayer if we have one, else return NULL (client hasn't connected yet) |
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*/ |
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LocalPlayer *getLocalPlayer (void); |
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/** |
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* Check that local_player is NULL, and sets it to the given player |
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*/ |
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void setLocalPlayer (LocalPlayer *player); |
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/** |
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* Add the given player to our player_list |
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*/ |
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void addPlayer (Player *player); |
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/** |
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* Removes the given player from player_list. If the given player was the local_player, set that to NULL |
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*/ |
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void removePlayer (Player *player); |
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/** |
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* Draws the terrain, players and projectiles |
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*/ |
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virtual void draw (Graphics *g, PixelCoordinate camera, bool displayWeapon); |
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}; |
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#endif |