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| 1 | |
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| 2 | |
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| 3 | |
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| 4 | #ifndef WORLD_H |
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| 5 | #define WORLD_H |
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| 6 | |
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| 7 | #include <stdlib.h> |
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| 8 | #include <cmath> |
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| 9 | |
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| 10 | #include "npc.h" |
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| 11 | #include "player.h" |
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| 12 | #include "environment.h" |
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| 13 | #include "shoot_laser.h" |
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| 14 | #include "stdincl.h" |
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| 15 | #include "data_tank.h" |
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| 16 | |
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| 17 | class World { |
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| 18 | |
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| 19 | public: |
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| 20 | World (); |
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| 21 | ~World (); |
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| 22 | |
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| 23 | /* for easier use: map the first two player here */ |
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| 24 | Player *localPlayer; |
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| 25 | Player *player1; |
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| 26 | Player *player2; |
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| 27 | |
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| 28 | /* a list of all players */ |
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| 29 | struct playerList { |
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| 30 | playerList* next; |
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| 31 | Player* player; |
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| 32 | int number; |
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| 33 | }; |
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| 34 | playerList* lastPlayer; |
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| 35 | |
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| 36 | /* a list of all non-player-characters */ |
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| 37 | struct npcList { |
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| 38 | npcList* next; |
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| 39 | NPC* npc; |
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| 40 | int number; |
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| 41 | }; |
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| 42 | npcList* lastNPC; |
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| 43 | |
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| 44 | /* a list of all environmental objects */ |
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| 45 | struct envList { |
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| 46 | envList* next; |
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| 47 | Environment* env; |
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| 48 | int number; |
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| 49 | }; |
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| 50 | envList* lastEnv; |
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| 51 | |
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| 52 | |
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| 53 | |
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| 54 | |
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| 55 | bool addPlayer(Player* player); |
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| 56 | bool removePlayer(Player* player); |
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| 57 | Player* getLocalPlayer(); |
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| 58 | bool addNPC(NPC* npc); |
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| 59 | bool removeNPC(NPC* npc); |
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| 60 | bool addEnv(Environment* env); |
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| 61 | |
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| 62 | void drawWorld(void); |
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| 63 | void initEnvironement(void); |
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| 64 | void updateWorld(void); |
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| 65 | void detectCollision(void); |
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| 66 | void testThaTest(void); |
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| 67 | |
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| 68 | private: |
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| 69 | float surface[120][120]; |
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| 70 | |
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| 71 | |
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| 72 | }; |
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| 73 | |
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| 74 | #endif |
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