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GameManager.h from palisma2d at Krugle


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/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library 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                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once
#include <stack>
#include <map>
#include "iprocess.h"
#include "igamestate.h"
#include "render/igamestateview.h"


/**
==========================
Handle the Game Stack, pop and push
states
==========================
*/
class GameManager : public IProcess
{
public:
    GameManager(void);
    /** Initialize the game subsystem */
    int Init();
    /** Update the current Game State */
	void Update(long dt);
    /** Close off the subsystem */
	void Shutdown();

    /** Add a gamestate, and a game view */
    void AddState(  IGameState* state, IGameStateView* stateView);
    /** Remove a State */
	void RemoveState(  IGameState* state );

    /** Get the current State */
	IGameState* GetCurrentState();
    /** set the current State */
    void SetState(const std::string stateName, bool drawOldView=false );
    /** Load another State */
    void PushState(const std::string stateName, bool drawOldView=false );
    /** Load the Previous State */
    void PopState(bool keepOldActive=false);

    /** Get User input */
	void GetInput();
    
    AUTO_SIZE;

private:
    // TODO: Make this a Stack, not a hashmap
    typedef std::map< std::string, IGameState* > type_GameStates;
    type_GameStates      gameStates;

    typedef std::stack< std::string > type_GameStack;
    type_GameStack       gameStack;

    // current state id
    std::string m_current;
    // previous state id
    std::string m_prevState;

    // current state
    IGameState*      m_currentState;
    // id for states
    static int m_idcounter;

public:
    virtual ~GameManager(void);
};




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palisma2d

The University of Wisconsin-Parkside Developers Union first product. More info to come. Code name Palisma.

Project homepage: http://code.google.com/p/palisma2d/
Programming language(s): C,C++
License: gpl2

  Data/
    entities/
      link/
        finallink.tga
      objects/
        pot.tga
        torchpit.bmp
      soldier/
        soldier_01.png
        soldier_01.tga
        soldier_011.tga
      sryion.tga
    maps/
      dialogs/
        test.dialog
      tiles/
        layer2/
          fence.bmp
          fence.tga
          stump.tga
        grass_01.bmp
        street_01.bmp
        street_02.bmp
        street_03.bmp
        tile_a.bmp
        tile_b.bmp
        tile_c.bmp
        tile_d.bmp
        tile_e.bmp
        tile_f.bmp
        tile_g.bmp
        tile_h.bmp
        tile_i.bmp
      map01.dfn
      map01.ents
      map01.evt
      map01.ly1
      map01.ly2
      test.dfn
      test.ly1
      test.ly1.big
      test.ly2
    misc/
      rain1.tga
      rain2.tga
      rain3.tga
      rain4.tga
    scripts/
      hitman_mission/
        hitman.dialog
        hitman.lua
        hitman.msn
        hitman_inprogress.dialog
        hitman_reward.dialog
        hitman_reward.lua
        hitman_setup.lua
      test_mission/
        HitPotSetup.lua
        m_hitPot.dialog
        m_hitPot.lua
        m_hitPot.msn
        m_hitPot_inprogress.dialog
        m_hitPot_reward.lua
        reward.dialog
      mission_check.lua
    sounds/
      weather/
      hurt.wav
      lift.wav
      stroke.wav
      theme.wav
      throw.wav
    weapons/
      shotgun/
  Lib/
    LUA/
    OpenAL/
    SDL/
    Zlib/
  game/
    DialogModel.cpp
    DialogModel.h
    DialogState.cpp
    DialogState.h
    Enemy.cpp
    Enemy.h
    EntityController.cpp
    EntityController.h
    EntityEvents.cpp
    EntityEvents.h
    EntityFactory.cpp
    EntityFactory.h
    EntityManager.cpp
    EntityManager.h
    EntityStates.cpp
    EntityStates.h
    Event.h
    HUD.cpp
    HUD.h
    IEntity.cpp
    IEntity.h
    IWeapon.cpp
    IWeapon.h
    InGameState.cpp
    InGameState.h
    Inventory.cpp
    Inventory.h
    MissionHolder.cpp
    MissionHolder.h
    Player.cpp
    Player.h
    PlayerConfig.cpp
    PlayerConfig.h
    PlayerController.cpp
    PlayerController.h
    QuestImporter.cpp
    QuestImporter.h
    ReadMe.txt
    Scene.cpp
    Scene.h
    Shotgun.cpp
    Shotgun.h
    State.h
    StateFactory.cpp
    StateFactory.h
  gui/
  input/
  render/
  script/
  shared/
  sound/
  Console.cpp
  Console.h
  ConsoleFunctions.h
  Cvars.cpp
  Cvars.h
  EventManager.cpp
  EventManager.h
  Exec_f.cpp
  GameManager.cpp
  GameManager.h
  IConsole.h
  IGameState.h
  IProcess.h
  Kernel.cpp
  Kernel.h
  Log.cpp
  Log.h
  Myriad.cpp
  Myriad.h
  ReadMe.txt
  Recorder.cpp
  Recorder.h
  Resource.cpp
  Resource.h
  Timer.cpp
  Timer.h
  client.log
  game01.zip
  mmanager.cpp
  mmanager.h
  stdafx.cpp
  stdafx.h