mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-12 22:02:49 +01:00
3c665e7d2b
+ Fix thread-relative jumps + GameObject::setHeading(degrees) sets object rotation from a heading. + Add More GameState from opcodes. + Decouple game hours from the engine clock + Add VehicleObject::setRotation() + Add GameWorld::getGroundAtPosition(pos) for OpCodes + Fix Handling of fixed-point SCM parameters + Update IngameState to use GameState::player if it exists + Add skip-time button to skip opening cutscene (F12)
38 lines
902 B
C++
38 lines
902 B
C++
#ifndef GAME_HPP
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#define GAME_HPP
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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <engine/GameObject.hpp>
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#include <engine/GameWorld.hpp>
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constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
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// TODO: Move all of this stuff so it's not just lying around.
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GameObject** object = nullptr);
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bool hitWorldRay(const glm::vec3& start, const glm::vec3& direction,
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glm::vec3& hit, glm::vec3& normal, GameObject** object = nullptr);
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sf::Window& getWindow();
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GameWorld* getWorld();
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CharacterObject* getPlayerCharacter();
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void setPlayerCharacter(CharacterObject* playerCharacter);
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sf::Font& getFont();
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/**
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Set view parameters.
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*/
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void setViewParameters(const glm::vec3& center, const glm::vec2 &angles);
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glm::vec3& getViewPosition();
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glm::vec2& getViewAngles();
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void skipTime(float time);
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#endif // GAME_HPP
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