#ifndef INCLUDED_SIMULATION #define INCLUDED_SIMULATION #include class CGame; class CGameAttributes; class CWorld; class CTurnManager; class CNetMessage; class CSimulation { CGame *m_pGame; CWorld *m_pWorld; CTurnManager *m_pTurnManager; // Current game time; store as double for precision double m_Time; double m_DeltaTime; // Random number generator boost::mt19937 m_Random; // Simulate: move the deterministic simulation forward by one interval void Simulate(); // Interpolate: interpolate a data point for rendering between simulation // frames. void Interpolate(double frameTime, double offset); public: CSimulation(CGame *pGame); ~CSimulation(); inline void SetTurnManager(CTurnManager *pTurnManager) { m_pTurnManager=pTurnManager; } inline CTurnManager *GetTurnManager() { return m_pTurnManager; } void RegisterInit(CGameAttributes *pGameAttributes); int Initialize(CGameAttributes *pGameAttributes); // Perform simulation updates for the specified elapsed time. If it is // shorter than the time until the next simulation turn, nothing happens. // Returns false if it can't keep up with the desired simulation rate. bool Update(double frameTime); // If the last Update couldn't keep up with the desired rate, ignore that // and don't try to catch up when Update is called again. Will completely break // synchronisation of sim time vs real time. void DiscardMissedUpdates(); // Update the graphical representations of the simulation by the given time. void Interpolate(double frameTime); // Calculate the message mask of a message to be queued static size_t GetMessageMask(CNetMessage *, size_t oldMask, void *userdata); // Translate the command message into an entity order and queue it // Returns oldMask static size_t TranslateMessage(CNetMessage *, size_t oldMask, void *userdata); void QueueLocalCommand(CNetMessage *pMsg); // Get a random integer between 0 and maxVal-1 from the simulation's random number generator int RandInt(int maxVal); // Get a random float in [0, 1) from the simulation's random number generator float RandFloat(); // Get game time inline double GetTime() { return m_Time; } }; #endif