Ykkrosh
051aa70940
Pre-game chat. Fix dynamic updates of focused input controls. Allow scrollable texts to automatically scroll to the bottom. Force usernames to be unique. This was SVN commit r7664.
182 lines
4.3 KiB
C++
182 lines
4.3 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* File : Game.h
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* Project : engine
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* Description : Contains the CGame Class which is a representation of the game itself.
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*
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**/
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#ifndef INCLUDED_GAME
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#define INCLUDED_GAME
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#include "ps/Errors.h"
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#include <vector>
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class CWorld;
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class CSimulation2;
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class CGameView;
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class CNetTurnManager;
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class CScriptValRooted;
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struct CColor;
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/**
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* The container that holds the rules, resources and attributes of the game.
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* The CGame object is responsible for creating a game that is defined by
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* a set of attributes provided. The CGame object is also responsible for
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* maintaining the relations between CPlayer and CWorld, CSimulation and CWorld.
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**/
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class CGame
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{
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NONCOPYABLE(CGame);
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/**
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* pointer to the CWorld object representing the game world.
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**/
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CWorld *m_World;
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/**
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* pointer to the CSimulation2 object operating on the game world.
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**/
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CSimulation2 *m_Simulation2;
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/**
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* pointer to the CGameView object representing the view into the game world.
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**/
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CGameView *m_GameView;
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/**
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* the game has been initialized and ready for use if true.
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**/
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bool m_GameStarted;
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/**
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* scale multiplier for simulation rate.
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**/
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float m_SimRate;
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int m_PlayerID;
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/**
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* enumerated values for game status.
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**/
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enum EOG
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{
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EOG_NEUTRAL, /// Game is in progress
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EOG_DRAW, /// Game is over as a Draw by means of agreement of civilizations
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EOG_SPECIAL_DRAW, /// Game is over by players dying at the same time...?
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EOG_LOSE, /// Game is over, local player loses
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EOG_WIN /// Game is over, local player wins
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} GameStatus;
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CNetTurnManager* m_TurnManager;
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public:
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enum ENetStatus
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{
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NET_WAITING_FOR_CONNECT, /// we have loaded the game; waiting for other players to finish loading
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NET_NORMAL /// running the game
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};
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CGame(bool disableGraphics = false);
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~CGame();
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/**
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* the game is paused and no updates will be performed if true.
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**/
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bool m_Paused;
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void StartGame(const CScriptValRooted& attribs);
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PSRETURN ReallyStartGame();
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/*
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Perform all per-frame updates
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*/
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bool Update(double deltaTime, bool doInterpolate = true);
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void Interpolate(float frameLength);
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void UpdateGameStatus();
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void EndGame();
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int GetPlayerID();
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void SetPlayerID(int playerID);
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CColor GetPlayerColour(int player) const;
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/**
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* Get m_GameStarted.
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*
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* @return bool the value of m_GameStarted.
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**/
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inline bool IsGameStarted() const
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{
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return m_GameStarted;
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}
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/**
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* Get the pointer to the game world object.
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*
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* @return CWorld * the value of m_World.
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**/
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inline CWorld *GetWorld()
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{ return m_World; }
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/**
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* Get the pointer to the game view object.
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*
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* @return CGameView * the value of m_GameView.
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**/
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inline CGameView *GetView()
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{ return m_GameView; }
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/**
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* Get the pointer to the simulation2 object.
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*
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* @return CSimulation2 * the value of m_Simulation2.
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**/
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inline CSimulation2 *GetSimulation2()
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{ return m_Simulation2; }
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/**
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* Set the simulation scale multiplier.
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*
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* @param float simRate value to set m_SimRate to.
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* Because m_SimRate is also used to
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* scale TimeSinceLastFrame it must be
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* clamped to 0.0f.
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**/
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inline void SetSimRate(float simRate)
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{ m_SimRate = std::max(simRate, 0.0f); }
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/**
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* Get the simulation scale multiplier.
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*
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* @return float value of m_SimRate.
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**/
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inline float GetSimRate() const
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{ return m_SimRate; }
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/**
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* Replace the current turn manager.
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* This class will take ownership of the pointer.
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*/
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void SetTurnManager(CNetTurnManager* turnManager);
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CNetTurnManager* GetTurnManager() const
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{ return m_TurnManager; }
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private:
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void RegisterInit(const CScriptValRooted& attribs);
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};
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extern CGame *g_Game;
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#endif
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