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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.h @ 3644

Last change on this file since 3644 was 3644, checked in by patrick, 19 years ago

orxonox/trunk: pnode speed function implemented

File size: 3.6 KB
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[2190]1/*!
2    \file world.h
3    \brief Holds and manages all game data
4*/ 
[1853]5
[3224]6#ifndef _WORLD_H
7#define _WORLD_H
[1853]8
[2190]9#include "stdincl.h"
[3608]10#include "comincl.h"
[2636]11#include "story_entity.h"
[3521]12#include "p_node.h"
[2190]13
[3620]14
15class World;
16class WorldEntity;
[3634]17class TrackManager;
18class Camera;
19class PNode;
20class GLMenuImageScreen;
21class Skysphere;
22class LightManager;
23class FontSet;
24class Terrain;
[3620]25
26//! The game world Interface
27/**
28   this is a singleton interface, that enables world_entities to access the
29   world. for those objects, there is no easier way than over this interface!
30*/
31class WorldInterface : BaseObject {
32
33 public:
34  ~WorldInterface();
35  static WorldInterface* getInstance();
36  void init(World* world);
37  tList<WorldEntity>* getEntityList();
38
39 private:
40  WorldInterface();
41  static WorldInterface* singletonRef;    //!< singleton reference to this object
42  bool worldIsInitialized;                //!< true if the world has been initialized
43  World* worldReference;                  //!< this is a reference to the running world
44
45};
46
[3449]47//! The game world
48/**
49   this class initializes everything that should be displayed inside of the current level.
50   it is the main driving factor during gameplay.
51*/
[2636]52class World : public StoryEntity {
[1853]53
54 public:
[2636]55  World (char* name);
56  World (int worldID);
[3221]57  virtual ~World ();
[3459]58
59
60  /* classes from story-entity */
[3629]61  virtual ErrorMessage preLoad();
[3459]62  virtual ErrorMessage load ();
[3225]63  virtual ErrorMessage init ();
64  virtual ErrorMessage start ();
65  virtual ErrorMessage stop ();
66  virtual ErrorMessage pause ();
67  virtual ErrorMessage resume ();
[3459]68  virtual ErrorMessage destroy ();
[1917]69
[3459]70  virtual void displayLoadScreen();
71  virtual void releaseLoadScreen();
[3461]72 
73  /* command node functions */
[3225]74  bool command (Command* cmd);
[3459]75
[3620]76  tList<WorldEntity>* getEntities();
77
[3461]78  /* interface to world */
[3225]79  void spawn (WorldEntity* entity);
[3365]80  void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir);
[3521]81  void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir, 
[3565]82             int parentingMode);
[2644]83
[3461]84
85 private:
[3526]86  void init(char* name, int worldID);
87
[3449]88  Uint32 lastFrame;             //!< last time of frame
[3644]89  Uint32 dt;                    //!< time needed to calculate this frame
[3449]90  bool bQuitOrxonox;            //!< quit this application
91  bool bQuitCurrentGame;        //!< quit only the current game and return to menu
92  bool bPause;                  //!< pause mode
[1855]93
[3456]94  FontSet* testFont;            //!< A test Font. \todo fix this, so it is for real.
[3449]95  GLMenuImageScreen* glmis;     //!< The Level-Loader Display
[3365]96
[3449]97  char* worldName;              //!< The name of this World
98  int debugWorldNr;             //!< The Debug Nr. needed, if something goes wrong
[3462]99
100  PNode* nullParent;            //!< The zero-point, that everything has as its parent.
[3597]101  TrackManager* trackManager;   //!< The reference of the TrackManager that handles the course through the Level.
102  Camera* localCamera;          //!< The current Camera
[3449]103  Skysphere* skySphere;         //!< The Environmental Heaven of orxonox \todo insert this to environment insted
[3597]104  LightManager* lightMan;       //!< The Lights of the Level
[3559]105  Terrain* terrain;             //!< The Terrain of the World.
[2636]106
[3462]107  GLuint objectList;            //!< temporary: \todo this will be ereased soon
108  tList<WorldEntity>* entities;//!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
[3449]109  WorldEntity* localPlayer;     //!< The Player, you fly through the level.
[3365]110 
[3462]111  /* function for main-loop */
[3225]112  void mainLoop ();
113  void synchronize ();
[3226]114  void handleInput ();
[3551]115  void tick ();
116  void update ();
[3459]117  void collide ();
[3461]118  void draw ();
[3225]119  void display ();
120  void debug ();
[3365]121
[2190]122};
[1883]123
[3224]124#endif /* _WORLD_H */
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