Show InGameState.h syntax highlighted
/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG *
*Copyright (C) 2006, Tony Sparks *
* *
*This library is free software; you can redistribute it and/or *
*modify it under the terms of the GNU Lesser General Public *
*License as published by the Free Software Foundation; either *
*version 2.1 of the License, or (at your option) any later version. *
* *
*This library 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 *
*Lesser General Public License for more details. *
* *
*You should have received a copy of the GNU Lesser General Public *
*License along with this library; if not, write to the Free Software *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
**************************************************************************************
*/
#pragma once
#include "../igamestate.h"
#include "player.h"
#include "entitymanager.h"
#include "../console.h" // for player scripts
#include "Weather.h"
#include "../render/InGameStateView.h"
#include "../Recorder.h"
#include "PlayerController.h"
/**
===============================
Player scripted actions
===============================
*/
class Player_f : public ICommand
{
public:
Player_f() {};
void Exec(std::string &s);
~Player_f() {};
};
/**
=============================
The Data side of the ingame state
update entities
=============================
*/
class InGameState : public IGameState
{
public:
InGameState(void);
int Init(){return 0;};
// State functions
int Start(){return 0;};
void Update(long dt);
void Exit(){};
void Shutdown(){};
void GetInput();
AUTO_SIZE;
private:
// Update, add/remove entites
EntityManager* entMng;
// temp
Player_f player_f;
//Recorder rec;
// Weather module
Weather m_weather;
PlayerController m_playerCtrl;
friend InGameStateView;
public:
virtual ~InGameState(void);
};
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