Vegastrike 0.5.1 rc1  1.0
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star_system.h
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1 #ifndef _SYSTEM_H_
2 #define _SYSTEM_H_
3 
4 #include <expat.h>
5 #include "star_system_generic.h"
6 #include "gfxlib.h"
7 #include "gfxlib_struct.h"
8 class ClickList;
9 class TextPlane;
10 
11 class Texture;
12 class Background;
13 class Terrain;
14 class ContinuousTerrain;
15 class Atmosphere;
21 class GameStarSystem : public StarSystem
22 {
23 private:
26  Background *bg;
28  Texture *LightMap[6];
29 //vector <class MissileEffect *> dischargedMissiles;
30 public:
31  virtual ~GameStarSystem();
32  GameStarSystem( const char *filename, const Vector &centr = Vector( 0, 0, 0 ), const float timeofyear = 0 );
33 //void UpdateUnitPhysics(bool firstframe);
34 //class CollideTable *collidetable;
35 //class bolt_draw *bolts;
37  {
38  return bg;
39  }
41  void activateLightMap( int stage = 1 );
42  Texture * getLightMap();
43  static void DrawJumpStars();
44  Terrain * getTerrain( unsigned int which )
45  {
46  return terrains[which];
47  }
48  unsigned int numTerrain()
49  {
50  return terrains.size();
51  }
52  ContinuousTerrain * getContTerrain( unsigned int which )
53  {
54  return contterrains[which];
55  }
56  unsigned int numContTerrain()
57  {
58  return contterrains.size();
59  }
65  void Draw( bool DrawCockpit = true );
67  void Update( float priority, bool executeDirector );
69  void SwapIn();
71  void SwapOut();
72 //bool JumpTo (Unit * unit, Unit * jumppoint, const std::string &system);
73  virtual void VolitalizeJumpAnimation( const int ani );
74  virtual void DoJumpingComeSightAndSound( Unit *un );
75  virtual int DoJumpingLeaveSightAndSound( Unit *un );
76  friend class Atmosphere;
78 };
79 #endif
80