0ad/source/simulation2/Simulation2.h
Ykkrosh e8008edf1c Fix missing includes
This was SVN commit r7267.
2010-01-10 11:31:31 +00:00

100 lines
3.0 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SIMULATION2
#define INCLUDED_SIMULATION2
#include "simulation2/system/CmpPtr.h"
#include "simulation2/system/Components.h"
#include "lib/file/vfs/vfs_path.h"
#include <map>
class CSimulation2Impl;
class CSimContext;
class CUnitManager;
class CTerrain;
class IComponent;
class ScriptInterface;
class CMessage;
// Hopefully-temporary flag for transition to new simulation system
extern bool g_UseSimulation2;
/**
* Public API for simulation system.
*/
class CSimulation2
{
public:
// TODO: CUnitManager should probably be handled automatically by this
// module, but for now we'll have it passed in externally instead
CSimulation2(CUnitManager*, CTerrain*);
~CSimulation2();
/**
* Load all scripts in the specified directory (non-recursively),
* so they can register new component types and functions. This
* should be called immediately after constructing the CSimulation2 object.
*/
bool LoadScripts(const VfsPath& path);
/**
* Reload any scripts that were loaded from the given filename.
* (This is used to implement hotloading.)
*/
LibError ReloadChangedFile(const VfsPath& path);
/**
* Initialise (or re-initialise) the complete simulation state.
* Must be called after LoadScripts, and must be called
* before any methods that depend on the simulation state.
* @param skipGui don't load the GUI interface components (this is intended for use by test cases)
*/
void ResetState(bool skipGui = false);
void Update(float frameTime);
void Interpolate(float frameTime);
entity_id_t AddEntity(const std::wstring& templateName);
entity_id_t AddEntity(const std::wstring& templateName, entity_id_t preferredId);
IComponent* QueryInterface(entity_id_t ent, int iid) const;
void PostMessage(entity_id_t ent, const CMessage& msg) const;
void BroadcastMessage(const CMessage& msg) const;
typedef std::map<entity_id_t, IComponent*> InterfaceList;
const InterfaceList& GetEntitiesWithInterface(int iid);
const CSimContext& GetSimContext() const;
ScriptInterface& GetScriptInterface() const;
bool ComputeStateHash(std::string& outHash);
bool DumpDebugState(std::ostream& stream);
bool SerializeState(std::ostream& stream);
bool DeserializeState(std::istream& stream);
entity_id_t AllocateNewEntity();
private:
CSimulation2Impl* m;
NONCOPYABLE(CSimulation2);
};
#endif // INCLUDED_SIMULATION2