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source: orxonox.OLD/orxonox/branches/ll2trunktemp/src/story_entities/world.h @ 3940

Last change on this file since 3940 was 3940, checked in by chris, 19 years ago

orxonox/branches/ll2trunktemp: I tried… Not working…

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1/*!
2    \file world.h
3    \brief Holds and manages all game data
4*/ 
5
6#ifndef _WORLD_H
7#define _WORLD_H
8
9#include "stdincl.h"
10#include "comincl.h"
11#include "story_entity.h"
12#include "p_node.h"
13#include "xmlparser/tinyxml.h"
14
15class World;
16class WorldEntity;
17class TrackManager;
18class Camera;
19class PNode;
20class GLMenuImageScreen;
21class Skysphere;
22class SkyBox;
23class LightManager;
24class Terrain;
25class GarbageCollector;
26class Text;
27
28//! The game world Interface
29/**
30   this is a singleton interface, that enables world_entities to access the
31   world. for those objects, there is no easier way than over this interface!
32*/
33class WorldInterface : BaseObject {
34
35 public:
36  ~WorldInterface();
37  static WorldInterface* getInstance();
38  void init(World* world);
39  tList<WorldEntity>* getEntityList();
40
41 private:
42  WorldInterface();
43  static WorldInterface* singletonRef;    //!< singleton reference to this object
44  bool worldIsInitialized;                //!< true if the world has been initialized
45  World* worldReference;                  //!< this is a reference to the running world
46
47};
48
49//! The game world
50/**
51   this class initializes everything that should be displayed inside of the current level.
52   it is the main driving factor during gameplay.
53*/
54class World : public StoryEntity {
55
56 public:
57  World (char* name);
58  World (int worldID);
59  World (TiXmlElement* root);
60  virtual ~World ();
61
62  double getGameTime();
63
64  /* classes from story-entity */
65  virtual ErrorMessage preLoad();
66  virtual ErrorMessage load ();
67  virtual ErrorMessage init ();
68  virtual ErrorMessage start ();
69  virtual ErrorMessage stop ();
70  virtual ErrorMessage pause ();
71  virtual ErrorMessage resume ();
72  virtual ErrorMessage destroy ();
73
74  virtual void displayLoadScreen();
75  virtual void releaseLoadScreen();
76 
77  /* command node functions */
78  bool command (Command* cmd);
79
80  tList<WorldEntity>* getEntities();
81
82  /* interface to world */
83  void spawn (WorldEntity* entity);
84  void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir);
85  void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir, 
86             int parentingMode);
87
88  const char* getPath();
89  void setPath( const char* name);
90
91 private:
92  void init(char* name, int worldID);
93
94  Uint32 lastFrame;                   //!< last time of frame
95  Uint32 dt;                          //!< time needed to calculate this frame
96  double gameTime;                    //!< this is where the game time is saved
97  bool bQuitOrxonox;                  //!< quit this application
98  bool bQuitCurrentGame;              //!< quit only the current game and return to menu
99  bool bPause;                        //!< pause mode
100
101  GLMenuImageScreen* glmis;           //!< The Level-Loader Display
102
103  char* worldName;                    //!< The name of this World
104  int debugWorldNr;                   //!< The Debug Nr. needed, if something goes wrong
105  char* path;                         //!< The file from which this world is loaded
106
107  PNode* nullParent;                  //!< The zero-point, that everything has as its parent.
108  TrackManager* trackManager;         //!< The reference of the TrackManager that handles the course through the Level.
109  Camera* localCamera;                //!< The current Camera
110  Skysphere* skySphere;               //!< The Environmental Heaven of orxonox \todo insert this to environment insted
111  SkyBox* skyBox;
112  LightManager* lightMan;             //!< The Lights of the Level
113  Terrain* terrain;                   //!< The Terrain of the World.
114
115  GLuint objectList;                  //!< temporary: \todo this will be ereased soon
116  tList<WorldEntity>* entities;       //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
117  WorldEntity* localPlayer;           //!< The Player, you fly through the level.
118
119  GarbageCollector* garbageCollector; //!< reference to the garbage  collector
120
121  /* function for main-loop */
122  void mainLoop ();
123  void synchronize ();
124  void handleInput ();
125  void tick ();
126  void update ();
127  void collide ();
128  void draw ();
129  void display ();
130  void debug ();
131
132};
133
134#endif /* _WORLD_H */
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