stk-code_catmod/src/world.hpp

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// $Id$
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2004 SuperTuxKart-Team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_WORLD_H
#define HEADER_WORLD_H
#include <vector>
#include <plib/ssg.h>
#include "track.hpp"
#include "player_kart.hpp"
#include "physics.hpp"
#include "kart.hpp"
#include "highscores.hpp"
#ifdef HAVE_GHOST_REPLAY
# include "replay_recorder.hpp"
class ReplayPlayer;
#endif
/** This class keeps all the state of a race, scenegraph, time,
etc. */
class World
{
public:
typedef std::vector<Kart*> Karts;
/** resources, this should be put in a separate class or replaced by a smart
* resource manager
*/
enum Phase {
// Game setup, e.g. track loading
SETUP_PHASE,
// 'Ready' is displayed
READY_PHASE,
// 'Set' is displayed
SET_PHASE,
// 'Go' is displayed, but this is already race phase
GO_PHASE,
// the actual race has started, no ready/set/go is displayed anymore
RACE_PHASE,
// All players have finished, now wait a certain amount of time for AI
// karts to finish. If they do not finish in that time, finish the race
DELAY_FINISH_PHASE,
// The player crossed the finishing line and his and the time of
// the other players is displayed, controll is automatic
FINISH_PHASE,
// The state after finish where no calculations are done.
LIMBO_PHASE,
};
Track* m_track;
/** debug text that will be overlaid to the screen */
std::string m_debug_text[10];
World();
virtual ~World();
void update(float delta);
// Note: GO_PHASE is both: start phase and race phase
bool isStartPhase() const {return m_phase<GO_PHASE;}
bool isRacePhase() const {return m_phase>=GO_PHASE && m_phase<LIMBO_PHASE;}
void restartRace();
void disableRace(); // Put race into limbo phase
PlayerKart* getPlayerKart(int player) const
{
return m_player_karts[player];
}
Kart* getKart(int kartId) const
{
assert(kartId >= 0 &&
kartId < int(m_kart.size()));
return m_kart[kartId];
}
unsigned int getNumKarts() const {return (int)m_kart.size(); }
unsigned int getNumPlayers() const {return (unsigned int)m_player_karts.size();}
/** Returns the phase of the game */
Phase getPhase() const { return m_phase; }
Physics *getPhysics() const { return m_physics; }
Track *getTrack() const { return m_track; }
Kart* getFastestKart() const { return m_fastest_kart; }
float getFastestLapTime() const { return m_fastest_lap; }
void setFastestLap(Kart *k, float time) {m_fastest_kart=k;m_fastest_lap=time;}
const Highscores* getHighscores() const { return m_highscores; }
float getTime() const { return m_clock; }
void pause();
void unpause();
private:
Karts m_kart;
std::vector<PlayerKart*> m_player_karts;
float m_finish_delay_start_time;
Physics* m_physics;
float m_fastest_lap;
Kart* m_fastest_kart;
Highscores* m_highscores;
Phase m_phase;
float m_clock;
void updateRacePosition( int k );
void loadTrack();
void updateRaceStatus(float dt);
void resetAllKarts();
Kart* loadRobot(const std::string& kart_name, int position,
sgCoord init_pos);
#ifdef HAVE_GHOST_REPLAY
private:
bool saveReplayHumanReadable( std::string const &filename ) const;
bool loadReplayHumanReadable( std::string const &filename );
ReplayRecorder m_replay_recorder;
ReplayPlayer *m_p_replay_player;
#endif
};
extern World* world;
#endif
/* EOF */