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source: orxonox.OLD/trunk/src/story_entities/game_world.h @ 10742

Last change on this file since 10742 was 10618, checked in by bknecht, 18 years ago

merged cleanup into trunk (only improvements)

File size: 4.0 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  ObjectListDeclaration(GameWorld);
34
35public:
36  GameWorld ();
37  virtual ~GameWorld ();
38
39  virtual void loadParams(const TiXmlElement* root);
40
41  /* functions from story-entity */
42  virtual ErrorMessage init();
43  virtual ErrorMessage loadData();
44  virtual ErrorMessage unloadData();
45
46  virtual bool start();
47  virtual bool stop();
48  virtual bool pause();
49  virtual bool resume();
50  virtual void run();
51
52  void showText(const std::string& text);
53  void setPlaymode(Playable::Playmode playmode);
54  void setPlaymode(const std::string& playmode);
55  /**  this returns the current game time @returns elapsed game time     */
56  inline double getGameTime() { return this->gameTime; }
57  /** sets the game speed @param speed speed of the Game */
58  inline void setSpeed(float speed) { this->speed = speed; }
59  inline float getSpeed(){ return this->speed; }
60  /**  returns the track path of this world @returns the track path */
61
62
63  void setSoundtrack(const std::string& soundTrack);
64  void togglePNodeVisibility();
65  void toggleBVVisibility(int level);
66  inline void toggleMPVisibility() { this->showMPV = !this->showMPV; }
67
68  inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; }
69
70
71protected:
72  /* world - running functions */
73  virtual void synchronize();
74  virtual void handleInput();
75  virtual void tick(ObjectManager::EntityList worldEntity, float dt);
76  virtual void tick();
77  virtual void update();
78  virtual void checkAI();
79  virtual void checkGameRules();
80  virtual void collisionDetection();
81  virtual void collisionReaction();
82
83  void applyCameraSettings();
84  void drawEntityList(const ObjectManager::EntityList& drawList ) const;
85  virtual void renderPassReflection();
86  virtual void renderPassRefraction();
87  virtual void renderPassAll();
88
89
90  virtual void display();
91
92
93private:
94  void displayLoadScreen();
95  void releaseLoadScreen();
96
97
98protected:
99  GameWorldData*      dataTank;                     //!< reference to the GameWorld Data Tank
100  TiXmlElement*       dataXML;                      //!< The XML-Element this World has been loaded with.
101
102  bool                showPNodes;                   //!< if the PNodes should be visible.
103  bool                showBV;                       //!< if the Bounding Volumes should be visible.
104  int                 showBVLevel;                  //!< the depth level of the displayed bounding volumes
105  bool                showMPV;                      //!< true if the mounting points should be drawn for debug purposes
106
107  /* world timing */
108  double              lastFrame;                    //!< last time of frame (in MiliSeconds)
109  Uint32              cycle;                        //!< The cycle we are in (starts with 0 and rises with every frame)
110  float               dtS;                          //!< The time needed for caluculations in seconds
111  float               speed;                        //!< how fast the game flows
112  double              gameTime;                     //!< this is where the game time is saved
113  double              frameTimes[TICK_SMOOTH_VALUE];//!< The time used for the last TICK_SMOOTH_VALUE's frames.
114
115  GameRules*          gameRules;                    //!< Pointer to the data structure containig the game rules
116
117private:
118  /* external modules interfaces */
119  ScriptManager       scriptManager;
120  OrxShell::Shell*    shell;
121};
122
123#endif /* _GAME_WORLD_H */
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