Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/water/src/story_entities/game_world.h @ 7686

Last change on this file since 7686 was 7686, checked in by patrick, 18 years ago

water: introduced new render passes

File size: 3.4 KB
Line 
1/*!
2 * @file game_world.h
3 *  container for all game worlds (singleplayers, multiplayers..)
4 */
5
6#ifndef _GAME_WORLD_H
7#define _GAME_WORLD_H
8
9
10#include "story_entity.h"
11#include "game_world_data.h"
12#include "playable.h"
13
14class OrxShell::Shell;
15class WorldEntity;
16class GameRules;
17
18/** How many frames time values to keep
19 * The higher the value the smoother the result is...
20 * Don't make it 0 or less :)
21 */
22#define TICK_SMOOTH_VALUE 10
23
24//! The game world
25/**
26 *  this class initializes everything that should be displayed inside of the current level.
27 *  it is the main driving factor during gameplay.
28 */
29class GameWorld : public StoryEntity
30{
31  public:
32    GameWorld ();
33    virtual ~GameWorld ();
34
35    virtual void loadParams(const TiXmlElement* root);
36
37    /* functions from story-entity */
38    virtual ErrorMessage init();
39    virtual ErrorMessage loadData();
40    virtual ErrorMessage unloadData();
41
42    virtual bool start();
43    virtual bool stop();
44    virtual bool pause();
45    virtual bool resume();
46    virtual void run();
47
48    void setPlaymode(Playable::Playmode playmode);
49    void setPlaymode(const std::string& playmode);
50    /**  this returns the current game time @returns elapsed game time     */
51    inline double getGameTime() { return this->gameTime; }
52    /** sets the game speed @param speed speed of the Game */
53    inline void setSpeed(float speed) { this->speed = speed; };
54    /**  returns the track path of this world @returns the track path */
55
56    static void togglePNodeVisibility();
57    static void toggleBVVisibility();
58
59    inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; }
60
61
62  protected:
63    /* world - running functions */
64    virtual void synchronize();
65    virtual void handleInput();
66    virtual void tick(ObjectManager::EntityList worldEntity, float dt);
67    virtual void tick();
68    virtual void update();
69    virtual void checkGameRules();
70    virtual void collide();
71
72    void drawEntityList(const ObjectManager::EntityList& drawList ) const;
73    virtual void renderPassReflection();
74    virtual void renderPassRefraction();
75    virtual void renderPassAll();
76    virtual void draw();
77
78    virtual void display();
79
80
81  private:
82    void displayLoadScreen();
83    void releaseLoadScreen();
84
85
86  protected:
87    GameWorldData*      dataTank;                     //!< reference to the GameWorld Data Tank
88    TiXmlElement*       dataXML;                      //!< The XML-Element this World has been loaded with.
89
90    bool                showPNodes;                   //!< if the PNodes should be visible.
91    bool                showBV;                       //!< if the Bounding Volumes should be visible.
92
93    /* world timing */
94    Uint32              lastFrame;                    //!< last time of frame (in MiliSeconds)
95    Uint32              cycle;                        //!< The cycle we are in (starts with 0 and rises with every frame)
96    float               dtS;                          //!< The time needed for caluculations in seconds
97    float               speed;                        //!< how fast the game flows
98    double              gameTime;                     //!< this is where the game time is saved
99    Uint32              frameTimes[TICK_SMOOTH_VALUE];//!< The time used for the last TICK_SMOOTH_VALUE's frames.
100
101    GameRules*          gameRules;                    //!< Pointer to the data structure containig the game rules
102
103
104  private:
105    /* external modules interfaces */
106    OrxShell::Shell*    shell;
107};
108
109#endif /* _GAME_WORLD_H */
Note: See TracBrowser for help on using the repository browser.