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