SimEngine.hpp

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00001 /*
00002 SagaEngine library
00003 Copyright (c) 2002-2006 Skalden Studio AS
00004 
00005 This software is provided 'as-is', without any express or implied 
00006 warranty. In no event will the authors be held liable for any 
00007 damages arising from the use of this software.
00008 
00009 Permission is granted to distribute the library under the terms of the 
00010 Q Public License version 1.0. Be sure to read and understand the license
00011 before using the library. It should be included here, or you may read it
00012 at http://www.trolltech.com/products/qt/licenses/licensing/qpl
00013 
00014 The original version of this library can be located at:
00015 http://www.sagaengine.com/
00016 
00017 Rune Myrland
00018 rune@skalden.com
00019 */
00020 
00021 
00022 #ifndef sim_SimEngine_hpp
00023 #define sim_SimEngine_hpp
00024 
00025 #include "sim.hpp"
00026 #include "./config/sim_config.hpp"
00027 #include "./stat/sim_stat.hpp"
00028 #include "./thing/sim_thing.hpp"
00029 #include "./area/sim_area.hpp"
00030 #include "util/vecmath/Vector3.hpp"
00031 #include "util/vecmath/Point3.hpp"
00032 
00033 
00034 namespace se_core {
00035 
00041     class _SeCoreExport SimEngine {
00042     public:
00046         SimEngine();
00047 
00051         ~SimEngine();
00052 
00060         static bool init();
00061 
00062         const char* level() { return level_.get(); }
00063         const char* nextLevel() { return nextLevel_.get(); }
00064 
00065 
00073         void cleanup();
00074 
00075 
00082         void initGame();
00083 
00084 
00092         void cleanupGame();
00093 
00094         void setLevel(const char* name);
00095 
00105         bool step(long when);
00106 
00107 
00113         void go();
00114 
00115 
00119         void resetAll();
00120 
00121 
00125         void resetTimer() { previousPerform_ = 0; }
00126 
00127 
00143         void setMultiplePerformsPerStepEnabled(bool state);
00144 
00145 
00153         inline long when() {
00154             return (previousPerform_ - lostPerformAdjustment_) << TIMESTEP_INTERVAL_SHIFT;
00155         }
00156 
00162         bool isGameOver() { return isGameOver_; }
00163 
00169         void setGameOver(bool state);
00170 
00171     protected:
00192         void perform(long when);
00193 
00194 
00195     private:
00199         long previousPerform_;
00200 
00204         bool isGameOver_;
00205 
00212         bool multiplePerformsPerStepEnabled_;
00213 
00217         bool multiplePerformsDisabledOnce_;
00218 
00222         long lostPerformAdjustment_;
00223 
00224         String level_, nextLevel_;
00225     };
00226 
00227 }
00228 
00229 #endif

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