1 | /*! |
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2 | * @file game_world.h |
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3 | * container for all game worlds (singleplayers, multiplayers..) |
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4 | */ |
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5 | |
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6 | #ifndef _GAME_WORLD_H |
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7 | #define _GAME_WORLD_H |
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8 | |
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9 | |
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10 | #include "story_entity.h" |
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11 | #include "game_world_data.h" |
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12 | |
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13 | class TiXmlElement; |
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14 | class Shell; |
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15 | class WorldEntity; |
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16 | class GameWorldData; |
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17 | |
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18 | |
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19 | //! The game world |
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20 | /** |
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21 | * this class initializes everything that should be displayed inside of the current level. |
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22 | * it is the main driving factor during gameplay. |
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23 | */ |
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24 | class GameWorld : public StoryEntity |
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25 | { |
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26 | |
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27 | public: |
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28 | GameWorld (const TiXmlElement* root = NULL); |
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29 | virtual ~GameWorld (); |
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30 | |
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31 | void loadParams(const TiXmlElement* root); |
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32 | |
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33 | /* functions from story-entity */ |
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34 | virtual ErrorMessage init(); |
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35 | virtual ErrorMessage loadData(); |
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36 | virtual ErrorMessage unloadData(); |
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37 | |
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38 | virtual bool start(); |
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39 | virtual bool stop(); |
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40 | virtual bool pause(); |
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41 | virtual bool resume(); |
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42 | virtual void run(); |
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43 | |
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44 | /** this returns the current game time @returns elapsed game time */ |
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45 | inline double getGameTime() { return this->gameTime; } |
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46 | /** sets the game speed @param speed speed of the Game */ |
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47 | inline void setSpeed(float speed) { this->speed = speed; }; |
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48 | /** returns the track path of this world @returns the track path */ |
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49 | const char* getPath() { return this->path; } |
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50 | void setPath( const char* name); |
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51 | |
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52 | /** toggles the PNode visibility in the world (drawn as boxes) */ |
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53 | void togglePNodeVisibility() { this->showPNodes = !this->showPNodes; }; |
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54 | /** toggles the bounding volume (BV) visibility */ |
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55 | void toggleBVVisibility() { this->showBV = !this->showBV; }; |
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56 | |
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57 | |
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58 | inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; } |
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59 | |
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60 | |
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61 | protected: |
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62 | /* world - running functions */ |
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63 | virtual void synchronize(); |
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64 | virtual void handleInput(); |
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65 | virtual void tick(std::list<WorldEntity*> worldEntity, float dt); |
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66 | virtual void tick(); |
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67 | virtual void update(); |
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68 | virtual void collide(); |
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69 | virtual void draw(); |
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70 | virtual void display(); |
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71 | |
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72 | |
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73 | private: |
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74 | void displayLoadScreen(); |
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75 | void releaseLoadScreen(); |
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76 | |
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77 | |
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78 | protected: |
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79 | GameWorldData* dataTank; //!< reference to the GameWorld Data Tank |
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80 | char* path; //!< The file from which this world is loaded |
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81 | |
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82 | bool showPNodes; //!< if the PNodes should be visible. |
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83 | bool showBV; //!< if the Bounding Volumes should be visible. |
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84 | |
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85 | /* world timing */ |
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86 | Uint32 lastFrame; //!< last time of frame |
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87 | Uint32 cycle; //!< The cycle we are in (starts with 0 and rises with every frame) |
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88 | Uint32 dt; //!< time needed to calculate this frame (in milliSeconds) |
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89 | float dtS; //!< The time needed for caluculations in seconds |
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90 | float speed; //!< how fast the game flows |
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91 | double gameTime; //!< this is where the game time is saved |
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92 | |
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93 | /* external modules interfaces */ |
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94 | Shell* shell; |
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95 | }; |
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96 | |
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97 | #endif /* _GAME_WORLD_H */ |
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