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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.h @ 4961

Last change on this file since 4961 was 4961, checked in by bensch, 19 years ago

orxonox/trunk: music now plays back, as one would expect, and the ReosurceManager handles ogg's.
Also the naming has changed a bit, and doxygen tags are complete in ogg_player.h/cc

File size: 4.3 KB
Line 
1/*!
2    \file world.h
3  *  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
14class World;
15class WorldEntity;
16class Camera;
17class Player;
18class PNode;
19class GLMenuImageScreen;
20class Terrain;
21class GarbageCollector;
22class Text;
23class TiXmlElement;
24class PilotNode;
25
26class OggPlayer;
27//! The game world Interface
28/**
29   this is a singleton interface, that enables world_entities to access the
30   world. for those objects, there is no easier way than over this interface!
31*/
32class WorldInterface : BaseObject {
33
34 public:
35  ~WorldInterface();
36  static WorldInterface* getInstance();
37  void init(World* world);
38  inline World* getCurrentWorld() {return this->worldReference;}
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 (const TiXmlElement* root = NULL);
60  virtual ~World ();
61
62  void loadParams(const TiXmlElement* root);
63
64  double getGameTime();
65
66  /* classes from story-entity */
67  virtual ErrorMessage preLoad();
68  virtual ErrorMessage load ();
69  virtual ErrorMessage init ();
70  virtual ErrorMessage start ();
71  virtual ErrorMessage stop ();
72  virtual ErrorMessage pause ();
73  virtual ErrorMessage resume ();
74  virtual ErrorMessage destroy ();
75
76  void loadDebugWorld(int worldID);
77
78  virtual void displayLoadScreen();
79  virtual void releaseLoadScreen();
80
81  /* command node functions */
82  bool command (Command* cmd);
83
84  tList<WorldEntity>* getEntities();
85
86  /* interface to world */
87  void spawn (WorldEntity* entity);
88  void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir);
89  void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir);
90
91  const char* getPath();
92  void setPath( const char* name);
93
94  inline Camera* getLocalCamera() {return this->localCamera;}
95
96 private:
97  void constuctorInit(char* name, int worldID);
98
99  Uint32 lastFrame;                   //!< last time of frame
100  Uint32 cycle;                       //!< The cycle we are in (starts with 0 and rises with every frame)
101  Uint32 dt;                          //!< time needed to calculate this frame (in milliSeconds)
102  float dtS;                          //!< The time needed for caluculations in seconds
103  double gameTime;                    //!< this is where the game time is saved
104  bool bQuitOrxonox;                  //!< quit this application
105  bool bQuitCurrentGame;              //!< quit only the current game and return to menu
106  bool bPause;                        //!< pause mode
107
108  GLMenuImageScreen* glmis;           //!< The Level-Loader Display
109
110  char* worldName;                    //!< The name of this World
111  int debugWorldNr;                   //!< The Debug Nr. needed, if something goes wrong
112  char* path;                         //!< The file from which this world is loaded
113
114
115  OggPlayer* music;
116  // IMPORTANT WORLD-ENTITIES
117  PNode* nullParent;                  //!< The zero-point, that everything has as its parent.
118  Camera* localCamera;                //!< The current Camera
119  WorldEntity* sky;                   //!< The Environmental Heaven of orxonox @todo insert this to environment insted
120  Terrain* terrain;                   //!< The Terrain of the World.
121
122  GLuint objectList;                  //!< temporary: @todo this will be ereased soon
123  tList<WorldEntity>* entities;       //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
124  Player* localPlayer;                //!< The Player, you fly through the level.
125  PilotNode* pilotNode;               //!< THe pilot node to fly with the mouse
126
127  /* function for main-loop */
128  void mainLoop ();
129  void synchronize ();
130  void handleInput ();
131  void tick ();
132  void update ();
133  void collide ();
134  void draw ();
135  void display ();
136  void debug ();
137
138};
139
140#endif /* _WORLD_H */
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