Changed: #ifdef'd something that needs to be abstracted into oa_audio library ~g2k
108 lines
2.5 KiB
C++
108 lines
2.5 KiB
C++
#ifndef __LEVEL_H__
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#define __LEVEL_H__
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#ifdef WIN32
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#include <windows.h> //prolly used for alot but should be removed
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#endif
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#include <string>
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#include <fstream>
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#include <cctype>
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#include <cmath>
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#include <iostream>
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#include <GL/gl.h>
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#include <cstdio> //for file I/O
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#include "mydefs.h"
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#include "bmp.h"
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#include "tga.h"
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#include "list.h"
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#ifdef WIN32
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#include "bass.h" //for audio in windows only this should be replaced by oa_audio
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#endif
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#include "vector.h"
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#include "camera.h"
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#include "entities.h"
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#include "geometry.h"
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#include "myglFont.h"
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#include "myglTexture.h"
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#include "player.h"
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#include "strmanip.h"
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#include "keys.h"
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using namespace std;
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const float piover180 = 0.0174532925f;
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const string DEFAULT_TEXTURE_NAME = "oa/textures/default.bmp";
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const unsigned int MAX_CONSOLE_LINES = 30; //The max number of lines to be displayed in the console
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const unsigned int MAX_CONSOLE_HISTORY_LINES = MAX_CONSOLE_LINES + 20; //The max number of console lines to store in the history
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const unsigned int MAX_CONSOLE_OUTPUT_LINES = MAX_CONSOLE_LINES;
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const unsigned int MAX_OUTPUT_TEXT_LINES = 4; //The max number of output lines to be displayed on the screen
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enum {GL_MY_TEXTURE_CONSOLEBACKGROUND=0, NUM_MENU_TEXTURES};
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class LEVEL
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{
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public:
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LEVEL();
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~LEVEL();
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bool LoadMap(string mapname);
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bool LoadMap();
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void SaveMap(string mapname);
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bool LoadConfig(string cfgname);
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void LoadConfig();
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void SaveConfig(string cfgname);
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void Execute(string cmd);
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void LoadGLTextures();
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void Render();
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void UnloadMap();
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void UpdateConsole(char);
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uint32 FPS();
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void ParseCmds(const char*);
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void Print(int x, int y, const char* string, unsigned int set);
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/*Not Yet Implemented
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void PlayerConnect(); // implement later
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void PlayerDisconnect(); // implement later
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*/
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SCREEN screen;
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GLFontClass glFont;
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string nextLevel;
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PLAYER* defaultPlayer;
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uint32 numTextures;
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string* textureNames;
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string bgm;
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#ifdef WIN32
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HSTREAM bgmStream;
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#endif
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unsigned char bgmCDA;
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string gamedir;
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float gravity;
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bool mlook;
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bool showFPS;
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bool showConsole;
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bool sound;
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float turnSpeed;
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float moveSpeed;
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float mouseSpeed;
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unsigned char maxFPS;
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//Map
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TRIANGLE* triangles;
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uint32 numTriangles;
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list<PLAYER> players;
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list<ENTITY> ents;
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//list<GL_MY_TEXTURE> textures;
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GL_MY_TEXTURE* textures;
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GL_MY_TEXTURE menuTextures[NUM_MENU_TEXTURES];
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private:
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void ConsolePrint(string);
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string consoleHistory[MAX_CONSOLE_HISTORY_LINES];
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string consoleOutput[MAX_CONSOLE_OUTPUT_LINES];
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string outputText[MAX_OUTPUT_TEXT_LINES];
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};
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#endif
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