#ifndef _AS_PS_WORLD #define _AS_PS_WORLD #ifndef _AS_PS_INPUT #include "ps_input.hpp" #endif #ifndef _AS_PS_GRAPHICS #include "ps_graphics.hpp" #endif #ifndef _AS_PS_GAME #include "ps_game.hpp" #endif #ifndef _AS_PS_OBJECT #include "ps_object.hpp" #endif /* #ifndef _AS_PS_WORLDSTRUCT #include "wstruct.hpp" #endif */ #ifndef _AS_PS_VIEW #include "ps_view.hpp" #endif #ifndef _AS_GA_ARENA #include "ga_arena.hpp" #endif #ifndef _AS_PS_PLAYER #include "ps_player.hpp" #endif #ifndef _AS_GA_CHASER #include "ga_chaser.hpp" #endif #ifndef _AS_GA_BULLET #include "ga_bullet.hpp" #endif #ifndef _AS_GA_MARKER #include "ga_marker.hpp" #endif /* #ifndef _AS_GA_PLAYER #include "ga_player.hpp" #endif #ifndef _AS_GA_CHASER #include "ga_chaser.hpp" #endif class PanelObject; class AsPCWorld { BOOL Running; HWND windowHandle; AsPCVideo mainWindow; AsPCInputHandler inputHandler; AsPCViewpoint viewer; AsPCGameManager gameManager; AsPCVideoMemory videoMemory; AsPCZBuffer zBuffer; PanelObject *area; PanelObject *chaser; PanelObject *squares[6]; AsArenaBuilder arenaBuilder; AsPlayer player; AsChaserManager chaserManager; // AsPCWorld() {} // ~AsPCWorld() {} void Initialise(HINSTANCE hInstance, int nCmdShow); void End(); void PerformLoop(); void Render(); void LoadConfiguration(); // temporarily in here public: void Run(HINSTANCE hInstance, int nCmdShow); }; */ class AsPSWorld { AsPSInputHandler inputHandler; AsPSGraphics graphicsSystem; AsPSGameManager gameManager; CView viewer; // WorldStructType0 theWorld; AsPSPlayer player; AsArenaBuilder arenaBuilder; C3DObject objects[MAX_OBJECTS]; C3DObject bullets[MAX_OBJECTS]; int totalObjects; AsChaserManager chaserManager; AsBulletManager bulletManager; AsMarkerManager markerManager; int panelTypes[AS_MAP_LEVELS][AS_MAP_ROWS][AS_MAP_COLUMNS][6]; GsSPRITE demodisc; GsSPRITE background; GsSPRITE name1; GsSPRITE name2; GsSPRITE name3; GsBOXF timeBox; /* int currentTime; int fastestTime; int slowestTime; int longestTime; */ int demoSpriteTime; int initialSpriteTime; int initialSpriteCount; int oldStage; int oldTime; void Initialise(); void End(); void PerformLoop(); void Render(); void LoadConfiguration(); // temporarily in here void UpdateVisualMap (int r); void DisplayTime(int time); public: void Run(); //void AddModelToWorld(WorldStructType0 *theWorld, int nX, int nY, int nZ, void AddModelToWorld(int nX, int nY, int nZ, // unsigned long *lModelAddress,int z, int x); unsigned long lModelAddress,int z, int x); int LoadTexture(long addr); void initialiseSprite(u_long *timAddr, GsSPRITE *sprite); void InitialiseWorld (); void CreateCurrentMap (); }; #endif