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Game.h
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/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#ifndef GAME_H
#define GAME_H
#include
<SDL/SDL.h>
#include
<SDL/SDL_mixer.h>
#include
<SDL/SDL_ttf.h>
#include
<vector>
#include
<map>
#include
<string>
#include
"Classes.h"
#include
"GameObjects.h"
#include
"Player.h"
#include
"Shadow.h"
struct
typeGameObjectEvent
{
int
nEventType
;
int
nObjectType
;
int
nFlags
;
//0x1=use id
std
::
string
id
;
};
class
Game
:
public
GameState
{
private
:
bool
b_reset
;
protected
:
SDL_Surface
*
background
,
*
bmTips
[
TYPE_MAX
];
std
::
vector
<
GameObject
*>
levelObjects
;
std
::
string
LevelName
;
std
::
map
<
std
::
string
,
std
::
string
>
EditorData
;
std
::
vector
<
typeGameObjectEvent
>
EventQueue
;
public
:
static
const
char
*
g_sBlockName
[
TYPE_MAX
];
static
std
::
map
<
std
::
string
,
int
>
g_BlockNameMap
;
int
GameTipIndex
;
Player
o_player
;
Shadow
o_shadow
;
//warning: weak reference only, may point to invalid location
GameObject
*
objLastCheckPoint
;
Game
(
bool
bLoadLevel
=
true
);
~
Game
();
void
Destroy
();
void
handle_events
();
void
logic
();
void
render
();
virtual
void
load_level
(
std
::
string
FileName
);
void
BroadcastObjectEvent
(
int
nEventType
,
int
nObjectType
=
-1
,
const
char
*
id
=
NULL
);
//new
bool
save_state
();
bool
load_state
();
void
reset
();
//end
};
#endif
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