Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/blink/src/story_entities/game_world.h @ 10442

Last change on this file since 10442 was 10428, checked in by patrick, 18 years ago

added a script interface to game world for displaying txt

File size: 3.9 KB
Line 
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
9
10#include "story_entity.h"
11#include "game_world_data.h"
12#include "playable.h"
13#include "script_manager.h"
14
15namespace OrxShell { class Shell; };
16class WorldEntity;
17class GameRules;
18
19
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
25
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  ObjectListDeclaration(GameWorld);
34
35public:
36  GameWorld ();
37  virtual ~GameWorld ();
38
39  virtual void loadParams(const TiXmlElement* root);
40
41  /* functions from story-entity */
42  virtual ErrorMessage init();
43  virtual ErrorMessage loadData();
44  virtual ErrorMessage unloadData();
45
46  virtual bool start();
47  virtual bool stop();
48  virtual bool pause();
49  virtual bool resume();
50  virtual void run();
51
52  void showText(const std::string& text);
53  void setPlaymode(Playable::Playmode playmode);
54  void setPlaymode(const std::string& playmode);
55  /**  this returns the current game time @returns elapsed game time     */
56  inline double getGameTime() { return this->gameTime; }
57  /** sets the game speed @param speed speed of the Game */
58  inline void setSpeed(float speed) { this->speed = speed; };
59  /**  returns the track path of this world @returns the track path */
60
61
62  void setSoundtrack(const std::string& soundTrack);
63  void togglePNodeVisibility();
64  void toggleBVVisibility(int level);
65  inline void toggleMPVisibility() { this->showMPV = !this->showMPV; }
66
67  inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; }
68
69
70protected:
71  /* world - running functions */
72  virtual void synchronize();
73  virtual void handleInput();
74  virtual void tick(ObjectManager::EntityList worldEntity, float dt);
75  virtual void tick();
76  virtual void update();
77  virtual void checkAI();
78  virtual void checkGameRules();
79  virtual void collisionDetection();
80  virtual void collisionReaction();
81
82  void applyCameraSettings();
83  void drawEntityList(const ObjectManager::EntityList& drawList ) const;
84  virtual void renderPassReflection();
85  virtual void renderPassRefraction();
86  virtual void renderPassAll();
87
88
89  virtual void display();
90
91
92private:
93  void displayLoadScreen();
94  void releaseLoadScreen();
95
96
97protected:
98  GameWorldData*      dataTank;                     //!< reference to the GameWorld Data Tank
99  TiXmlElement*       dataXML;                      //!< The XML-Element this World has been loaded with.
100
101  bool                showPNodes;                   //!< if the PNodes should be visible.
102  bool                showBV;                       //!< if the Bounding Volumes should be visible.
103  int                 showBVLevel;                  //!< the depth level of the displayed bounding volumes
104  bool                showMPV;                      //!< true if the mounting points should be drawn for debug purposes
105
106  /* world timing */
107  double              lastFrame;                    //!< last time of frame (in MiliSeconds)
108  Uint32              cycle;                        //!< The cycle we are in (starts with 0 and rises with every frame)
109  float               dtS;                          //!< The time needed for caluculations in seconds
110  float               speed;                        //!< how fast the game flows
111  double              gameTime;                     //!< this is where the game time is saved
112  double              frameTimes[TICK_SMOOTH_VALUE];//!< The time used for the last TICK_SMOOTH_VALUE's frames.
113
114  GameRules*          gameRules;                    //!< Pointer to the data structure containig the game rules
115
116private:
117  /* external modules interfaces */
118  ScriptManager       scriptManager;
119  OrxShell::Shell*    shell;
120};
121
122#endif /* _GAME_WORLD_H */
Note: See TracBrowser for help on using the repository browser.