/*! * \file include/World.h * \brief The game world (model) * * \author Mongoose * \author xythobuz */ #ifndef _WORLD_H_ #define _WORLD_H_ #include #include "Entity.h" #include "Room.h" #include "SkeletalModel.h" #include "Sprite.h" #include "StaticMesh.h" /*! * \brief The game world (model) */ class World { public: /*! * \brief Deconstructs an object of World */ ~World(); /*! * \brief Clears all data in world */ void destroy(); void addRoom(Room &room); unsigned int sizeRoom(); Room &getRoom(unsigned int index); void addSprite(SpriteSequence &sprite); unsigned int sizeSprite(); SpriteSequence &getSprite(unsigned int index); void addEntity(Entity &entity); unsigned int sizeEntity(); Entity &getEntity(unsigned int index); void addSkeletalModel(SkeletalModel &model); unsigned int sizeSkeletalModel(); SkeletalModel &getSkeletalModel(unsigned int index); void addStaticMesh(StaticMesh &model); unsigned int sizeStaticMesh(); StaticMesh &getStaticMesh(unsigned int index); /*! * \brief Find room a location is in. * * If it fails to be in a room it gives closest overlapping room. * \param index Guessed room index * \param x X coordinate * \param y Y coordinate * \param z Z coordinate * \returns correct room index or -1 for unknown */ int getRoomByLocation(int index, float x, float y, float z); /*! * \brief Find room a location is in. * * If it fails to be in a room it gives closest overlapping room. * \param x X coordinate * \param y Y coordinate * \param z Z coordinate * \returns correct room index or -1 for unknown */ int getRoomByLocation(float x, float y, float z); private: std::vector mRooms; std::vector mSprites; std::vector mEntities; std::vector mModels; std::vector mMeshes; }; World &getWorld(); #endif