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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.h @ 4065

Last change on this file since 4065 was 4015, checked in by bensch, 20 years ago

orxonox/trunk: cleanup of world (moved some stuff into the preload sequence. still there is a lot to do there

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#include "xmlparser/tinyxml.h"
14
15class World;
16class WorldEntity;
17class TrackManager;
18class Camera;
19class PNode;
20class GLMenuImageScreen;
21class LightManager;
22class Terrain;
23class GarbageCollector;
24class Text;
25
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);
37  tList<WorldEntity>* getEntityList();
38
39 private:
40  WorldInterface();
41  static WorldInterface* singletonRef;    //!< singleton reference to this object
42  bool worldIsInitialized;                //!< true if the world has been initialized
43  World* worldReference;                  //!< this is a reference to the running world
44
45};
46
47//! The game world
48/**
49   this class initializes everything that should be displayed inside of the current level.
50   it is the main driving factor during gameplay.
51*/
52class World : public StoryEntity {
53
54 public:
55  World (char* name);
56  World (int worldID);
57  World (TiXmlElement* root);
58  virtual ~World ();
59
60  double getGameTime();
61
62  /* classes from story-entity */
63  virtual ErrorMessage preLoad();
64  virtual ErrorMessage load ();
65  virtual ErrorMessage init ();
66  virtual ErrorMessage start ();
67  virtual ErrorMessage stop ();
68  virtual ErrorMessage pause ();
69  virtual ErrorMessage resume ();
70  virtual ErrorMessage destroy ();
71
72  void loadDebugWorld(int worldID);
73
74  virtual void displayLoadScreen();
75  virtual void releaseLoadScreen();
76 
77  /* command node functions */
78  bool command (Command* cmd);
79
80  tList<WorldEntity>* getEntities();
81
82  /* interface to world */
83  void spawn (WorldEntity* entity);
84  void spawn (WorldEntity* entity, Vector* absCoor, Quaternion* absDir);
85  void spawn(WorldEntity* entity, PNode* parentNode, Vector* relCoor, Quaternion* relDir, 
86             int parentingMode);
87
88  const char* getPath();
89  void setPath( const char* name);
90
91 private:
92  void constuctorInit(char* name, int worldID);
93
94  Uint32 lastFrame;                   //!< last time of frame
95  Uint32 dt;                          //!< time needed to calculate this frame
96  double gameTime;                    //!< this is where the game time is saved
97  bool bQuitOrxonox;                  //!< quit this application
98  bool bQuitCurrentGame;              //!< quit only the current game and return to menu
99  bool bPause;                        //!< pause mode
100
101  GLMenuImageScreen* glmis;           //!< The Level-Loader Display
102
103  char* worldName;                    //!< The name of this World
104  int debugWorldNr;                   //!< The Debug Nr. needed, if something goes wrong
105  char* path;                         //!< The file from which this world is loaded
106
107  PNode* nullParent;                  //!< The zero-point, that everything has as its parent.
108  TrackManager* trackManager;         //!< The reference of the TrackManager that handles the course through the Level.
109  Camera* localCamera;                //!< The current Camera
110  WorldEntity* sky;                   //!< The Environmental Heaven of orxonox \todo insert this to environment insted
111  LightManager* lightMan;             //!< The Lights of the Level
112  Terrain* terrain;                   //!< The Terrain of the World.
113
114  GLuint objectList;                  //!< temporary: \todo this will be ereased soon
115  tList<WorldEntity>* entities;       //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.
116  WorldEntity* localPlayer;           //!< The Player, you fly through the level.
117
118  GarbageCollector* garbageCollector; //!< reference to the garbage  collector
119
120  /* function for main-loop */
121  void mainLoop ();
122  void synchronize ();
123  void handleInput ();
124  void tick ();
125  void update ();
126  void collide ();
127  void draw ();
128  void display ();
129  void debug ();
130
131};
132
133#endif /* _WORLD_H */
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