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source: orxonox.OLD/trunk/src/story_entities/game_world.h @ 8740

Last change on this file since 8740 was 8740, checked in by bensch, 18 years ago

orxonox/trunk: now the elements are draw correctly

File size: 3.7 KB
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[6352]1/*!
2 * @file game_world.h
3 *  container for all game worlds (singleplayers, multiplayers..)
4 */
5
6#ifndef _GAME_WORLD_H
7#define _GAME_WORLD_H
8
[6402]9
[6352]10#include "story_entity.h"
[6498]11#include "game_world_data.h"
[7338]12#include "playable.h"
[8271]13#include "script_manager.h"
[6352]14
[7762]15namespace OrxShell { class Shell; };
[6402]16class WorldEntity;
[7391]17class GameRules;
[6352]18
[8271]19
[7131]20/** How many frames time values to keep
21 * The higher the value the smoother the result is...
22 * Don't make it 0 or less :)
23 */
24#define TICK_SMOOTH_VALUE 10
[6402]25
[6352]26//! The game world
27/**
28 *  this class initializes everything that should be displayed inside of the current level.
29 *  it is the main driving factor during gameplay.
30 */
31class GameWorld : public StoryEntity
32{
33  public:
[6989]34    GameWorld ();
[6352]35    virtual ~GameWorld ();
36
[6512]37    virtual void loadParams(const TiXmlElement* root);
[6352]38
[6370]39    /* functions from story-entity */
40    virtual ErrorMessage init();
[6372]41    virtual ErrorMessage loadData();
[6387]42    virtual ErrorMessage unloadData();
[6352]43
[6387]44    virtual bool start();
45    virtual bool stop();
46    virtual bool pause();
47    virtual bool resume();
48    virtual void run();
[6352]49
[7338]50    void setPlaymode(Playable::Playmode playmode);
[7339]51    void setPlaymode(const std::string& playmode);
[6366]52    /**  this returns the current game time @returns elapsed game time     */
53    inline double getGameTime() { return this->gameTime; }
54    /** sets the game speed @param speed speed of the Game */
[6352]55    inline void setSpeed(float speed) { this->speed = speed; };
[6366]56    /**  returns the track path of this world @returns the track path */
[6352]57
[7723]58    void togglePNodeVisibility();
[7739]59    void toggleBVVisibility(int level);
[6352]60
[6498]61    inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; }
62
63
[6352]64  protected:
65    /* world - running functions */
[6386]66    virtual void synchronize();
67    virtual void handleInput();
[7370]68    virtual void tick(ObjectManager::EntityList worldEntity, float dt);
[6386]69    virtual void tick();
70    virtual void update();
[7391]71    virtual void checkGameRules();
[8190]72    virtual void collisionDetection();
73    virtual void collisionReaction();
[7370]74
[8740]75    void applyCameraSettings();
[7370]76    void drawEntityList(const ObjectManager::EntityList& drawList ) const;
[7785]77    virtual void renderPassReflection();
78    virtual void renderPassRefraction();
79    virtual void renderPassAll();
80
81
[6386]82    virtual void display();
[6352]83
84
[6386]85  private:
86    void displayLoadScreen();
87    void releaseLoadScreen();
88
89
[6352]90  protected:
[6407]91    GameWorldData*      dataTank;                     //!< reference to the GameWorld Data Tank
[6845]92    TiXmlElement*       dataXML;                      //!< The XML-Element this World has been loaded with.
[6352]93
[6387]94    bool                showPNodes;                   //!< if the PNodes should be visible.
95    bool                showBV;                       //!< if the Bounding Volumes should be visible.
[7739]96    int                 showBVLevel;                  //!< the depth level of the displayed bounding volumes
[6352]97
98    /* world timing */
[7919]99    double              lastFrame;                    //!< last time of frame (in MiliSeconds)
[6402]100    Uint32              cycle;                        //!< The cycle we are in (starts with 0 and rises with every frame)
101    float               dtS;                          //!< The time needed for caluculations in seconds
102    float               speed;                        //!< how fast the game flows
103    double              gameTime;                     //!< this is where the game time is saved
[7919]104    double              frameTimes[TICK_SMOOTH_VALUE];//!< The time used for the last TICK_SMOOTH_VALUE's frames.
[6352]105
[7391]106    GameRules*          gameRules;                    //!< Pointer to the data structure containig the game rules
[7131]107
[7374]108  private:
[6352]109    /* external modules interfaces */
[8271]110    ScriptManager       scriptManager;
[7374]111    OrxShell::Shell*    shell;
[6387]112};
[6352]113
114#endif /* _GAME_WORLD_H */
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