//**************************************************************************** // "Those Funny Funguloids!" // http://funguloids.sourceforge.net // Copyright (c) 2006-2007, Mika Halttunen // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the // use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software in a // product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //***************************************************************************/ #ifndef GAME_H #define GAME_H #include "ogreapp.h" #include "menu.h" #include "SimpleIni.h" // Playfield size extern Real playfieldWidth; extern Real playfieldHeight; // Game states enum { STATE_MENU = 0, STATE_GAME, STATE_QUIT }; #define SETTINGS_FILE "gamesettings.cfg" // Helper function which returns suitable path for the // config file. It first checks the user's home directory, // (in Linux only) and if that fails it uses the default directory. String getConfigLocation(bool reading); class Player; class GameCamera; class Menu; // Game class class GameApplication : public OgreApplication, public RenderTargetListener { public: GameApplication() { // Load the game settings //mGameConfig = new ConfigFile(); mGameConfig = new CSimpleIniA(); mGameConfig->LoadFile(getConfigLocation(true).c_str()); //mGameConfig->load("gamesettings.cfg"); } virtual ~GameApplication(); const String getTitle() const; //static ConfigFile *mGameConfig; static CSimpleIniA *mGameConfig; void startNewGame(); void endGame(); void loadLevel(const String &level); void clearLevel(); void updateSpecialLevelTransitionEffect(Real alpha); void updateBallWormGlowEffect(Real alpha); int getState() const { return mGameState; } void setEndGame(); bool hasGameEnded() const { return mEndGame; } void menuKeyPress(const OIS::KeyEvent &e) { mMenu->handleKeyPress(e); } Menu *getMenu() { return mMenu; } void quit() { mFrameListener->quit(); } protected: void createFrameListener() { mFrameListener = new OgreAppFrameListener(this, mWindow, mCamera, mGameCamera, mSceneMgr, mPlayer); mRoot->addFrameListener(mFrameListener); } void createSceneManager() { mSceneMgr = mRoot->createSceneManager("OctreeSceneManager"); } void createCamera(); void createScene(); private: Player *mPlayer; GameCamera *mGameCamera; Overlay *mSpecialLevelTransition; Overlay *mBallWormGlowEffect; int mGameState; // What state are we in? (game, main menu, etc..) bool mEndGame; Menu *mMenu; }; // Global game application pointer (I know, I know.. Bad, baad me.. :P) extern GameApplication *gameApp; #endif