| 1 | /*! |
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| 2 | * @file game_world.h |
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| 3 | * container for all game worlds (singleplayers, multiplayers..) |
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| 4 | */ |
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| 5 | |
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| 6 | #ifndef _GAME_WORLD_H |
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| 7 | #define _GAME_WORLD_H |
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| 8 | |
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| 9 | |
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| 10 | #include "story_entity.h" |
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| 11 | #include "game_world_data.h" |
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| 12 | |
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| 13 | class Shell; |
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| 14 | class WorldEntity; |
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| 15 | |
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| 16 | /** How many frames time values to keep |
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| 17 | * The higher the value the smoother the result is... |
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| 18 | * Don't make it 0 or less :) |
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| 19 | */ |
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| 20 | #define TICK_SMOOTH_VALUE 10 |
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| 21 | |
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| 22 | //! The game world |
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| 23 | /** |
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| 24 | * this class initializes everything that should be displayed inside of the current level. |
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| 25 | * it is the main driving factor during gameplay. |
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| 26 | */ |
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| 27 | class GameWorld : public StoryEntity |
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| 28 | { |
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| 29 | |
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| 30 | public: |
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| 31 | GameWorld (); |
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| 32 | virtual ~GameWorld (); |
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| 33 | |
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| 34 | virtual void loadParams(const TiXmlElement* root); |
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| 35 | |
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| 36 | /* functions from story-entity */ |
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| 37 | virtual ErrorMessage init(); |
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| 38 | virtual ErrorMessage loadData(); |
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| 39 | virtual ErrorMessage unloadData(); |
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| 40 | |
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| 41 | virtual bool start(); |
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| 42 | virtual bool stop(); |
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| 43 | virtual bool pause(); |
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| 44 | virtual bool resume(); |
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| 45 | virtual void run(); |
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| 46 | |
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| 47 | /** this returns the current game time @returns elapsed game time */ |
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| 48 | inline double getGameTime() { return this->gameTime; } |
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| 49 | /** sets the game speed @param speed speed of the Game */ |
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| 50 | inline void setSpeed(float speed) { this->speed = speed; }; |
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| 51 | /** returns the track path of this world @returns the track path */ |
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| 52 | |
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| 53 | static void togglePNodeVisibility(); |
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| 54 | static void toggleBVVisibility(); |
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| 55 | |
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| 56 | inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; } |
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| 57 | |
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| 58 | |
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| 59 | protected: |
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| 60 | /* world - running functions */ |
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| 61 | virtual void synchronize(); |
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| 62 | virtual void handleInput(); |
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| 63 | virtual void tick(std::list<WorldEntity*> worldEntity, float dt); |
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| 64 | virtual void tick(); |
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| 65 | virtual void update(); |
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| 66 | virtual void collide(); |
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| 67 | virtual void draw(); |
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| 68 | virtual void display(); |
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| 69 | |
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| 70 | |
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| 71 | private: |
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| 72 | void displayLoadScreen(); |
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| 73 | void releaseLoadScreen(); |
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| 74 | |
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| 75 | |
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| 76 | protected: |
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| 77 | GameWorldData* dataTank; //!< reference to the GameWorld Data Tank |
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| 78 | TiXmlElement* dataXML; //!< The XML-Element this World has been loaded with. |
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| 79 | |
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| 80 | bool showPNodes; //!< if the PNodes should be visible. |
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| 81 | bool showBV; //!< if the Bounding Volumes should be visible. |
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| 82 | |
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| 83 | /* world timing */ |
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| 84 | Uint32 lastFrame; //!< last time of frame (in MiliSeconds) |
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| 85 | Uint32 cycle; //!< The cycle we are in (starts with 0 and rises with every frame) |
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| 86 | float dtS; //!< The time needed for caluculations in seconds |
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| 87 | float speed; //!< how fast the game flows |
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| 88 | double gameTime; //!< this is where the game time is saved |
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| 89 | Uint32 frameTimes[TICK_SMOOTH_VALUE];//!< The time used for the last TICK_SMOOTH_VALUE's frames. |
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| 90 | |
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| 91 | |
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| 92 | /* external modules interfaces */ |
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| 93 | Shell* shell; |
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| 94 | }; |
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| 95 | |
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| 96 | #endif /* _GAME_WORLD_H */ |
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