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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.h @ 3805

Last change on this file since 3805 was 3803, checked in by bensch, 20 years ago

orxonox/trunk: SkyBox even better,

world-entity implements a draw function of its own

some other minor stuff

File size: 4.1 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 "comincl.h"
11#include "story_entity.h"
12#include "p_node.h"
13
14
15class World;
16class WorldEntity;
17class TrackManager;
18class Camera;
19class PNode;
20class GLMenuImageScreen;
21class Skysphere;
22class SkyBox;
23class LightManager;
24class Terrain;
25class GarbageCollector;
26class SimpleAnimation;
27template<class T> class tAnim;
28class Text;
29
30//! The game world Interface
31/**
32   this is a singleton interface, that enables world_entities to access the
33   world. for those objects, there is no easier way than over this interface!
34*/
35class WorldInterface : BaseObject {
36
37 public:
38  ~WorldInterface();
39  static WorldInterface* getInstance();
40  void init(World* world);
41  tList<WorldEntity>* getEntityList();
42
43 private:
44  WorldInterface();
45  static WorldInterface* singletonRef;    //!< singleton reference to this object
46  bool worldIsInitialized;                //!< true if the world has been initialized
47  World* worldReference;                  //!< this is a reference to the running world
48
49};
50
51//! The game world
52/**
53   this class initializes everything that should be displayed inside of the current level.
54   it is the main driving factor during gameplay.
55*/
56class World : public StoryEntity {
57
58 public:
59  World (char* name);
60  World (int worldID);
61  virtual ~World ();
62
63  double getGameTime();
64
65  /* classes from story-entity */
66  virtual ErrorMessage preLoad();
67  virtual ErrorMessage load ();
68  virtual ErrorMessage init ();
69  virtual ErrorMessage start ();
70  virtual ErrorMessage stop ();
71  virtual ErrorMessage pause ();
72  virtual ErrorMessage resume ();
73  virtual ErrorMessage destroy ();
74
75  virtual void displayLoadScreen();
76  virtual void releaseLoadScreen();
77 
78  /* command node functions */
79  bool command (Command* cmd);
80
81  tList<WorldEntity>* getEntities();
82
83  /* interface to world */
84  void spawn (WorldEntity* entity);
85  void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir);
86  void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir, 
87             int parentingMode);
88
89
90 private:
91  void init(char* name, int worldID);
92
93  Uint32 lastFrame;                   //!< last time of frame
94  Uint32 dt;                          //!< time needed to calculate this frame
95  double gameTime;                    //!< this is where the game time is saved
96  bool bQuitOrxonox;                  //!< quit this application
97  bool bQuitCurrentGame;              //!< quit only the current game and return to menu
98  bool bPause;                        //!< pause mode
99
100  GLMenuImageScreen* glmis;           //!< The Level-Loader Display
101
102  tAnim<Text>* testAnim;
103  Text* testText;                     //!< A text to Test the TextEngine;
104
105  char* worldName;                    //!< The name of this World
106  int debugWorldNr;                   //!< The Debug Nr. needed, if something goes wrong
107
108  PNode* nullParent;                  //!< The zero-point, that everything has as its parent.
109  TrackManager* trackManager;         //!< The reference of the TrackManager that handles the course through the Level.
110  Camera* localCamera;                //!< The current Camera
111  Skysphere* skySphere;               //!< The Environmental Heaven of orxonox \todo insert this to environment insted
112  SkyBox* skyBox;
113  LightManager* lightMan;             //!< The Lights of the Level
114  Terrain* terrain;                   //!< The Terrain of the World.
115
116  GLuint objectList;                  //!< temporary: \todo this will be ereased soon
117  tList<WorldEntity>* entities;       //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
118  WorldEntity* localPlayer;           //!< The Player, you fly through the level.
119
120  GarbageCollector* garbageCollector; //!< reference to the garbage  collector
121
122  SimpleAnimation* simpleAnimation;   //!< reference to the SimpleAnimation object
123 
124  /* function for main-loop */
125  void mainLoop ();
126  void synchronize ();
127  void handleInput ();
128  void tick ();
129  void update ();
130  void collide ();
131  void draw ();
132  void display ();
133  void debug ();
134
135};
136
137#endif /* _WORLD_H */
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