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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.h @ 4836

Last change on this file since 4836 was 4836, checked in by bensch, 19 years ago

orxonox/trunk: renamed all the \param → @param and so on in Doxygen tags.
Thanks a lot to the kDevelop team. this took since the last commit :)

File size: 4.3 KB
RevLine 
[4558]1/*!
[2190]2    \file world.h
[4836]3  *  Holds and manages all game data
[4558]4*/
[1853]5
[3224]6#ifndef _WORLD_H
7#define _WORLD_H
[1853]8
[2190]9#include "stdincl.h"
[3608]10#include "comincl.h"
[2636]11#include "story_entity.h"
[3521]12#include "p_node.h"
[2190]13
[3620]14class World;
15class WorldEntity;
[3634]16class Camera;
[4396]17class Player;
[3634]18class PNode;
19class GLMenuImageScreen;
20class Terrain;
[3646]21class GarbageCollector;
[3790]22class Text;
[4261]23class TiXmlElement;
[4326]24class PilotNode;
[3790]25
[3620]26//! The game world Interface
27/**
28   this is a singleton interface, that enables world_entities to access the
29   world. for those objects, there is no easier way than over this interface!
30*/
31class WorldInterface : BaseObject {
32
33 public:
34  ~WorldInterface();
35  static WorldInterface* getInstance();
36  void init(World* world);
[4746]37  inline World* getCurrentWorld() {return this->worldReference;}
[3620]38  tList<WorldEntity>* getEntityList();
39
40 private:
41  WorldInterface();
42  static WorldInterface* singletonRef;    //!< singleton reference to this object
43  bool worldIsInitialized;                //!< true if the world has been initialized
44  World* worldReference;                  //!< this is a reference to the running world
45
46};
47
[3449]48//! The game world
49/**
50   this class initializes everything that should be displayed inside of the current level.
51   it is the main driving factor during gameplay.
52*/
[2636]53class World : public StoryEntity {
[1853]54
55 public:
[2636]56  World (char* name);
57  World (int worldID);
[4261]58  World (const TiXmlElement* root = NULL);
[3221]59  virtual ~World ();
[3459]60
[4261]61  void loadParams(const TiXmlElement* root);
62
[3646]63  double getGameTime();
[3459]64
65  /* classes from story-entity */
[3629]66  virtual ErrorMessage preLoad();
[3459]67  virtual ErrorMessage load ();
[3225]68  virtual ErrorMessage init ();
69  virtual ErrorMessage start ();
70  virtual ErrorMessage stop ();
71  virtual ErrorMessage pause ();
72  virtual ErrorMessage resume ();
[3459]73  virtual ErrorMessage destroy ();
[1917]74
[4010]75  void loadDebugWorld(int worldID);
76
[3459]77  virtual void displayLoadScreen();
78  virtual void releaseLoadScreen();
[4558]79
[3461]80  /* command node functions */
[3225]81  bool command (Command* cmd);
[3459]82
[3620]83  tList<WorldEntity>* getEntities();
84
[3461]85  /* interface to world */
[3225]86  void spawn (WorldEntity* entity);
[3365]87  void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir);
[4765]88  void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir);
[2644]89
[4010]90  const char* getPath();
91  void setPath( const char* name);
[3461]92
[4746]93  inline Camera* getLocalCamera() {return this->localCamera;}
[4338]94
[3461]95 private:
[4010]96  void constuctorInit(char* name, int worldID);
[3526]97
[3727]98  Uint32 lastFrame;                   //!< last time of frame
[4558]99  Uint32 cycle;                       //!< The cycle we are in (starts with 0 and rises with every frame)
[4822]100  Uint32 dt;                          //!< time needed to calculate this frame (in milliSeconds)
[4145]101  float dtS;                          //!< The time needed for caluculations in seconds
[3727]102  double gameTime;                    //!< this is where the game time is saved
103  bool bQuitOrxonox;                  //!< quit this application
104  bool bQuitCurrentGame;              //!< quit only the current game and return to menu
105  bool bPause;                        //!< pause mode
[1855]106
[3727]107  GLMenuImageScreen* glmis;           //!< The Level-Loader Display
[3365]108
[3727]109  char* worldName;                    //!< The name of this World
110  int debugWorldNr;                   //!< The Debug Nr. needed, if something goes wrong
[4010]111  char* path;                         //!< The file from which this world is loaded
[3462]112
[4822]113
114  // IMPORTANT WORLD-ENTITIES
[3727]115  PNode* nullParent;                  //!< The zero-point, that everything has as its parent.
116  Camera* localCamera;                //!< The current Camera
[4836]117  WorldEntity* sky;                   //!< The Environmental Heaven of orxonox @todo insert this to environment insted
[3727]118  Terrain* terrain;                   //!< The Terrain of the World.
[2636]119
[4836]120  GLuint objectList;                  //!< temporary: @todo this will be ereased soon
[3727]121  tList<WorldEntity>* entities;       //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
[4396]122  Player* localPlayer;                //!< The Player, you fly through the level.
[4326]123  PilotNode* pilotNode;               //!< THe pilot node to fly with the mouse
[3646]124
[3462]125  /* function for main-loop */
[3225]126  void mainLoop ();
127  void synchronize ();
[3226]128  void handleInput ();
[3551]129  void tick ();
130  void update ();
[3459]131  void collide ();
[3461]132  void draw ();
[3225]133  void display ();
134  void debug ();
[3365]135
[2190]136};
[1883]137
[3224]138#endif /* _WORLD_H */
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