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source: orxonox.OLD/orxonox/branches/physics/src/world.h @ 3720

Last change on this file since 3720 was 3238, checked in by bensch, 20 years ago

orxonox/branches: updated branches: buerli, nico, sound. And moved bezierTrack to old.bezierTrack. Conflicts resolved in a usefull order.
Conflics mostly resolved in favor of trunk
merge.

File size: 1.9 KB
Line 
1/*!
2    \file world.h
3    \brief Holds and manages all game data
4*/ 
5
6#ifndef _WORLD_H
7#define _WORLD_H
8
9#include "stdincl.h"
10#include "story_entity.h"
11
12
13
14class Track;
15class WorldEntity;
16class Camera;
17
18//! The game environment
19class World : public StoryEntity {
20
21 public:
22  World (char* name);
23  World (int worldID);
24  virtual ~World ();
25
26  template<typename T> 
27    T* spawn (Location* loc, WorldEntity* owner);       // template to be able to spawn any derivation of WorldEntity
28  template<typename T> 
29    T* spawn (Placement* plc, WorldEntity* owner);
30 
31  virtual ErrorMessage init ();
32  virtual ErrorMessage start ();
33  virtual ErrorMessage stop ();
34  virtual ErrorMessage pause ();
35  virtual ErrorMessage resume ();
36
37  virtual void load ();
38  virtual void destroy ();
39
40  void timeSlice (Uint32 deltaT);
41  void collide ();
42  void draw ();
43  void update ();       // maps Locations to Placements
44  void calcCameraPos (Location* loc, Placement* plc);
45       
46  void unload ();
47  bool command (Command* cmd);
48 
49  void setTrackLen (Uint32 tracklen);
50  int getTrackLen ();
51  //bool system_command (Command* cmd);
52  Camera* getCamera ();
53
54  void spawn (WorldEntity* entity);
55  void spawn (WorldEntity* entity, Location* loc);
56  void spawn (WorldEntity* entity, Placement* plc);
57
58  tList<WorldEntity>* entities;
59 
60  // base level data
61  Track* track;
62  Uint32 tracklen;   // number of Tracks the World consist of
63  Vector* pathnodes;
64  Camera* localCamera; 
65
66 private:
67  Uint32 lastFrame; //!> last time of frame
68  bool bQuitOrxonox; //!> quit this application
69  bool bQuitCurrentGame; //!> quit only the current game and return to menu
70  bool bPause;
71
72  char* worldName;
73  int debugWorldNr;
74  GLuint objectList;
75
76  WorldEntity* localPlayer;
77 
78  void mainLoop ();
79  void synchronize ();
80  void handleInput ();
81  void timeSlice ();
82  void collision ();
83  void display ();
84  void debug ();
85};
86
87#endif /* _WORLD_H */
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