| 1 | /*! | 
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| 2 |  * @file world.h | 
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| 3 |   *  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 | class World; | 
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| 15 | class WorldEntity; | 
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| 16 | class Camera; | 
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| 17 | class Player; | 
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| 18 | class PNode; | 
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| 19 | class GLMenuImageScreen; | 
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| 20 | class Terrain; | 
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| 21 | class GarbageCollector; | 
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| 22 | class Text; | 
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| 23 | class TiXmlElement; | 
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| 24 | class PilotNode; | 
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| 25 |  | 
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| 26 | class OggPlayer; | 
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| 27 |  | 
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| 28 | //! The game world | 
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| 29 | /** | 
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| 30 |    this class initializes everything that should be displayed inside of the current level. | 
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| 31 |    it is the main driving factor during gameplay. | 
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| 32 | */ | 
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| 33 | class World : public StoryEntity { | 
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| 34 |  | 
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| 35 |  public: | 
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| 36 |   World (const char* name); | 
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| 37 |   World (int worldID); | 
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| 38 |   World (const TiXmlElement* root = NULL); | 
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| 39 |   virtual ~World (); | 
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| 40 |  | 
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| 41 |   void loadParams(const TiXmlElement* root); | 
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| 42 |  | 
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| 43 |   double getGameTime(); | 
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| 44 |  | 
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| 45 |   /* classes from story-entity */ | 
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| 46 |   virtual ErrorMessage preLoad(); | 
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| 47 |   virtual ErrorMessage load (); | 
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| 48 |   virtual ErrorMessage init (); | 
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| 49 |   virtual ErrorMessage start (); | 
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| 50 |   virtual ErrorMessage stop (); | 
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| 51 |   virtual ErrorMessage pause (); | 
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| 52 |   virtual ErrorMessage resume (); | 
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| 53 |   virtual ErrorMessage destroy (); | 
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| 54 |  | 
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| 55 |   void loadDebugWorld(int worldID); | 
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| 56 |  | 
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| 57 |   virtual void displayLoadScreen(); | 
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| 58 |   virtual void releaseLoadScreen(); | 
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| 59 |  | 
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| 60 |   /* command node functions */ | 
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| 61 |   bool command (Command* cmd); | 
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| 62 |  | 
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| 63 |   tList<WorldEntity>* getEntities(); | 
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| 64 |  | 
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| 65 |   /* interface to world */ | 
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| 66 |   void spawn (WorldEntity* entity); | 
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| 67 |   void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir); | 
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| 68 |   void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir); | 
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| 69 |  | 
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| 70 |   const char* getPath(); | 
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| 71 |   void setPath( const char* name); | 
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| 72 |  | 
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| 73 |   inline Camera* getLocalCamera() {return this->localCamera;} | 
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| 74 |  | 
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| 75 |  private: | 
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| 76 |   void constuctorInit(const char* name, int worldID); | 
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| 77 |  | 
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| 78 |   Uint32 lastFrame;                   //!< last time of frame | 
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| 79 |   Uint32 cycle;                       //!< The cycle we are in (starts with 0 and rises with every frame) | 
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| 80 |   Uint32 dt;                          //!< time needed to calculate this frame (in milliSeconds) | 
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| 81 |   float dtS;                          //!< The time needed for caluculations in seconds | 
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| 82 |   double gameTime;                    //!< this is where the game time is saved | 
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| 83 |   bool bQuitOrxonox;                  //!< quit this application | 
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| 84 |   bool bQuitCurrentGame;              //!< quit only the current game and return to menu | 
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| 85 |   bool bPause;                        //!< pause mode | 
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| 86 |  | 
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| 87 |   GLMenuImageScreen* glmis;           //!< The Level-Loader Display | 
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| 88 |  | 
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| 89 |   int debugWorldNr;                   //!< The Debug Nr. needed, if something goes wrong | 
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| 90 |   char* path;                         //!< The file from which this world is loaded | 
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| 91 |  | 
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| 92 |  | 
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| 93 |   OggPlayer* music; | 
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| 94 |  | 
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| 95 |   // IMPORTANT WORLD-ENTITIES | 
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| 96 |   Camera* localCamera;                //!< The current Camera | 
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| 97 |   WorldEntity* sky;                   //!< The Environmental Heaven of orxonox @todo insert this to environment insted | 
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| 98 |   Terrain* terrain;                   //!< The Terrain of the World. | 
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| 99 |  | 
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| 100 |   GLuint objectList;                  //!< temporary: @todo this will be ereased soon | 
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| 101 |   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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| 102 |   Player* localPlayer;                //!< The Player, you fly through the level. | 
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| 103 |   PilotNode* pilotNode;               //!< THe pilot node to fly with the mouse | 
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| 104 |  | 
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| 105 |   /* function for main-loop */ | 
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| 106 |   void mainLoop (); | 
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| 107 |   void synchronize (); | 
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| 108 |   void handleInput (); | 
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| 109 |   void tick (); | 
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| 110 |   void update (); | 
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| 111 |   void collide (); | 
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| 112 |   void draw (); | 
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| 113 |   void display (); | 
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| 114 |   void debug (); | 
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| 115 |  | 
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| 116 | }; | 
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| 117 |  | 
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| 118 | #endif /* _WORLD_H */ | 
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