topical media & game development
lib-game-delta3d-demos-fireFighter-gamelevelactor.h / h
/* -*-c++-*-
* Delta3D Open Source Game and Simulation Engine
* Copyright (C) 2006, Alion Science and Technology, BMH Operation
*
* 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.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* William E. Johnson II
*/
ifndef DELTA_FIRE_FIGHTER_GAME_LEVEL_ACTOR
define DELTA_FIRE_FIGHTER_GAME_LEVEL_ACTOR
include <dtGame/gameactor.h>
include <dtCore/loadable.h>
include <dtDAL/actorproxyicon.h>
include <fireFighter/export.h>
namespace dtAudio
{
class Sound;
}
class FIRE_FIGHTER_EXPORT GameLevelActor : public dtGame::GameActor, public dtCore::Loadable
{
public:
Constructor
GameLevelActor(dtGame::GameActorProxy &proxy);
Loads the game level file
parameter: fileName The file to load
void LoadFile(const std::string &filename);
Stops any sounds this actor has
void StopSounds(const dtGame::Message &msg);
Rests the collision mesh of the level
void ResetCollisionMesh(const dtGame::Message &msg);
protected:
Called when the actor is added to the game manager
virtual void OnEnteredWorld();
Destructor
virtual ~GameLevelActor();
private:
dtAudio::Sound *mAmbientSound;
};
class FIRE_FIGHTER_EXPORT GameLevelActorProxy : public dtGame::GameActorProxy
{
public:
Constructor
GameLevelActorProxy();
Builds the actor properties
virtual void BuildPropertyMap();
Builds the invokables
virtual void BuildInvokables();
Creates the actor
virtual void CreateActor() { SetActor(*new GameLevelActor(*this)); }
Gets the billboard used to represent static meshes if this proxy's
render mode is RenderMode::DRAW_BILLBOARD_ICON.
dtDAL::ActorProxyIcon* GetBillBoardIcon();
virtual const dtDAL::ActorProxy::RenderMode& GetRenderMode()
{
return dtDAL::ActorProxy::RenderMode::DRAW_ACTOR;
}
protected:
Called when the actor is added to the game manager
virtual void OnEnteredWorld();
Destructor
virtual ~GameLevelActorProxy();
private:
dtCore::RefPtr<dtDAL::ActorProxyIcon> mBillboardIcon;
};
endif
(C) Æliens
04/09/2009
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