Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/terrain.older/src/story_entities/game_world.h @ 10767

Last change on this file since 10767 was 8740, checked in by bensch, 19 years ago

orxonox/trunk: now the elements are draw correctly

File size: 3.7 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  public:
34    GameWorld ();
35    virtual ~GameWorld ();
36
37    virtual void loadParams(const TiXmlElement* root);
38
39    /* functions from story-entity */
40    virtual ErrorMessage init();
41    virtual ErrorMessage loadData();
42    virtual ErrorMessage unloadData();
43
44    virtual bool start();
45    virtual bool stop();
46    virtual bool pause();
47    virtual bool resume();
48    virtual void run();
49
50    void setPlaymode(Playable::Playmode playmode);
51    void setPlaymode(const std::string& playmode);
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 */
55    inline void setSpeed(float speed) { this->speed = speed; };
56    /**  returns the track path of this world @returns the track path */
57
58    void togglePNodeVisibility();
59    void toggleBVVisibility(int level);
60
61    inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; }
62
63
64  protected:
65    /* world - running functions */
66    virtual void synchronize();
67    virtual void handleInput();
68    virtual void tick(ObjectManager::EntityList worldEntity, float dt);
69    virtual void tick();
70    virtual void update();
71    virtual void checkGameRules();
72    virtual void collisionDetection();
73    virtual void collisionReaction();
74
75    void applyCameraSettings();
76    void drawEntityList(const ObjectManager::EntityList& drawList ) const;
77    virtual void renderPassReflection();
78    virtual void renderPassRefraction();
79    virtual void renderPassAll();
80
81
82    virtual void display();
83
84
85  private:
86    void displayLoadScreen();
87    void releaseLoadScreen();
88
89
90  protected:
91    GameWorldData*      dataTank;                     //!< reference to the GameWorld Data Tank
92    TiXmlElement*       dataXML;                      //!< The XML-Element this World has been loaded with.
93
94    bool                showPNodes;                   //!< if the PNodes should be visible.
95    bool                showBV;                       //!< if the Bounding Volumes should be visible.
96    int                 showBVLevel;                  //!< the depth level of the displayed bounding volumes
97
98    /* world timing */
99    double              lastFrame;                    //!< last time of frame (in MiliSeconds)
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
104    double              frameTimes[TICK_SMOOTH_VALUE];//!< The time used for the last TICK_SMOOTH_VALUE's frames.
105
106    GameRules*          gameRules;                    //!< Pointer to the data structure containig the game rules
107
108  private:
109    /* external modules interfaces */
110    ScriptManager       scriptManager;
111    OrxShell::Shell*    shell;
112};
113
114#endif /* _GAME_WORLD_H */
Note: See TracBrowser for help on using the repository browser.