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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.h @ 4396

Last change on this file since 4396 was 4396, checked in by bensch, 19 years ago

orxonox/trunk: now Objects should be affected by the PhysicsEngine too

File size: 4.6 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]14class World;
15class WorldEntity;
[3634]16class TrackManager;
17class Camera;
[4396]18class Player;
[3634]19class PNode;
20class GLMenuImageScreen;
21class LightManager;
[4176]22class ParticleEngine;
[3634]23class Terrain;
[3646]24class GarbageCollector;
[3790]25class Text;
[4261]26class TiXmlElement;
[4326]27class PilotNode;
[3790]28
[3620]29//! The game world Interface
30/**
31   this is a singleton interface, that enables world_entities to access the
32   world. for those objects, there is no easier way than over this interface!
33*/
34class WorldInterface : BaseObject {
35
36 public:
37  ~WorldInterface();
38  static WorldInterface* getInstance();
39  void init(World* world);
[4338]40  inline World* getCurrentWorld(void) {return this->worldReference;}
[3620]41  tList<WorldEntity>* getEntityList();
42
43 private:
44  WorldInterface();
45  static WorldInterface* singletonRef;    //!< singleton reference to this object
46  bool worldIsInitialized;                //!< true if the world has been initialized
47  World* worldReference;                  //!< this is a reference to the running world
48
49};
50
[3449]51//! The game world
52/**
53   this class initializes everything that should be displayed inside of the current level.
54   it is the main driving factor during gameplay.
55*/
[2636]56class World : public StoryEntity {
[1853]57
58 public:
[2636]59  World (char* name);
60  World (int worldID);
[4261]61  World (const TiXmlElement* root = NULL);
[3221]62  virtual ~World ();
[3459]63
[4261]64  void loadParams(const TiXmlElement* root);
65
[3646]66  double getGameTime();
[3459]67
68  /* classes from story-entity */
[3629]69  virtual ErrorMessage preLoad();
[3459]70  virtual ErrorMessage load ();
[3225]71  virtual ErrorMessage init ();
72  virtual ErrorMessage start ();
73  virtual ErrorMessage stop ();
74  virtual ErrorMessage pause ();
75  virtual ErrorMessage resume ();
[3459]76  virtual ErrorMessage destroy ();
[1917]77
[4010]78  void loadDebugWorld(int worldID);
79
[3459]80  virtual void displayLoadScreen();
81  virtual void releaseLoadScreen();
[3461]82 
83  /* command node functions */
[3225]84  bool command (Command* cmd);
[3459]85
[3620]86  tList<WorldEntity>* getEntities();
87
[3461]88  /* interface to world */
[3225]89  void spawn (WorldEntity* entity);
[3365]90  void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir);
[3521]91  void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir, 
[3565]92             int parentingMode);
[2644]93
[4010]94  const char* getPath();
95  void setPath( const char* name);
[3461]96
[4338]97  inline Camera* getLocalCamera(void) {return this->localCamera;}
98
[3461]99 private:
[4010]100  void constuctorInit(char* name, int worldID);
[3526]101
[3727]102  Uint32 lastFrame;                   //!< last time of frame
103  Uint32 dt;                          //!< time needed to calculate this frame
[4145]104  float dtS;                          //!< The time needed for caluculations in seconds
[3727]105  double gameTime;                    //!< this is where the game time is saved
106  bool bQuitOrxonox;                  //!< quit this application
107  bool bQuitCurrentGame;              //!< quit only the current game and return to menu
108  bool bPause;                        //!< pause mode
[1855]109
[3727]110  GLMenuImageScreen* glmis;           //!< The Level-Loader Display
[3365]111
[3727]112  char* worldName;                    //!< The name of this World
113  int debugWorldNr;                   //!< The Debug Nr. needed, if something goes wrong
[4010]114  char* path;                         //!< The file from which this world is loaded
[3462]115
[3727]116  PNode* nullParent;                  //!< The zero-point, that everything has as its parent.
117  TrackManager* trackManager;         //!< The reference of the TrackManager that handles the course through the Level.
[4176]118  ParticleEngine* particleEngine;     //!< The ParticleEngine of the World.
[3727]119  Camera* localCamera;                //!< The current Camera
[4015]120  WorldEntity* sky;                   //!< The Environmental Heaven of orxonox \todo insert this to environment insted
[3727]121  LightManager* lightMan;             //!< The Lights of the Level
122  Terrain* terrain;                   //!< The Terrain of the World.
[2636]123
[3727]124  GLuint objectList;                  //!< temporary: \todo this will be ereased soon
125  tList<WorldEntity>* entities;       //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
[4396]126  Player* localPlayer;                //!< The Player, you fly through the level.
[4326]127  PilotNode* pilotNode;               //!< THe pilot node to fly with the mouse
[3646]128
129  GarbageCollector* garbageCollector; //!< reference to the garbage  collector
[3727]130
[3462]131  /* function for main-loop */
[3225]132  void mainLoop ();
133  void synchronize ();
[3226]134  void handleInput ();
[3551]135  void tick ();
136  void update ();
[3459]137  void collide ();
[3461]138  void draw ();
[3225]139  void display ();
140  void debug ();
[3365]141
[2190]142};
[1883]143
[3224]144#endif /* _WORLD_H */
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