#ifndef _ps_Game_H #define _ps_Game_H // Kludge: Our included headers might want to subgroup the Game group, so do it // here, before including the other guys #include "Errors.h" ERROR_GROUP(Game); #include "World.h" #include "Simulation.h" #include "Player.h" #include "GameView.h" #include "AttributeMap.h" #include class CGameAttributes: public CAttributeMap { protected: virtual void CreateJSObject(); virtual JSBool GetJSProperty(jsval id, jsval *ret); public: CGameAttributes(); virtual ~CGameAttributes(); // NOTE: Public only for JS interface class CPlayerAttributes: public CAttributeMap { protected: virtual void CreateJSObject(); public: CPlayerAttributes(); }; JSObject *m_PlayerArrayJS; std::vector m_PlayerAttribs; }; class CGame { CWorld m_World; CSimulation m_Simulation; CGameView m_GameView; std::vector m_Players; CPlayer *m_pLocalPlayer; uint m_NumPlayers; bool m_GameStarted; public: CGame(); ~CGame(); /* Initialize all local state and members for playing a game described by the attribute class, and start the game. Return: 0 on OK - a PSRETURN code otherwise */ PSRETURN StartGame(CGameAttributes *pGameAttributes); /* Perform all per-frame updates */ void Update(double deltaTime); inline CPlayer *GetLocalPlayer() { return m_pLocalPlayer; } inline uint GetNumPlayers() { return m_NumPlayers; } inline bool IsGameStarted() { return m_GameStarted; } inline CWorld *GetWorld() { return &m_World; } inline CGameView *GetView() { return &m_GameView; } inline CSimulation *GetSimulation() { return &m_Simulation; } }; extern CGame *g_Game; #endif