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forked from 0ad/0ad
0ad/source/ps/Game.h
Ykkrosh f45c44ca09 Rotated various things (terrain texture UVs, default light and camera angles) by 45 degrees.
Map XML: Store camera position. Stopped using DTDs (because they make it
too hard to change the XML structure without breaking all the old XML
files).
Game.h: Include fewer files, to make compilation sometimes faster.
World: Changed some things to not be singletons, since they were
(ab)used as CWorld members.

This was SVN commit r3670.
2006-03-21 20:55:45 +00:00

109 lines
2.2 KiB
C++
Executable File

#ifndef _ps_Game_H
#define _ps_Game_H
// Kludge: Our included headers might want to subgroup the Game group, so do it
// here, before including the other guys
#include "ps/Errors.h"
ERROR_GROUP(Game);
#include <vector>
class CWorld;
class CSimulation;
class CGameView;
class CSimulation;
class CPlayer;
class CGameAttributes;
// Default player limit (not counting the Gaia player)
// This may be overridden by system.cfg ("max_players")
#define PS_MAX_PLAYERS 6
class CGame
{
CWorld *m_World;
CSimulation *m_Simulation;
CGameView *m_GameView;
CPlayer *m_pLocalPlayer;
std::vector<CPlayer *> m_Players;
uint m_NumPlayers;
bool m_GameStarted;
float m_Time;
enum EOG
{
EOG_NEUTRAL,
EOG_DRAW, //Draw by means of agreement of civilization
EOG_SPECIAL_DRAW, //Theoretically, players could die at the same time...?
EOG_LOSE,
EOG_WIN
} GameStatus;
public:
CGame();
~CGame();
bool m_Paused;
/*
Initialize all local state and members for playing a game described by
the attribute class, and start the game.
Return: 0 on OK - a PSRETURN code otherwise
*/
PSRETURN StartGame(CGameAttributes *pGameAttributes);
PSRETURN ReallyStartGame();
/*
Perform all per-frame updates
*/
void Update(double deltaTime);
void UpdateGameStatus();
void EndGame();
inline CPlayer *GetLocalPlayer()
{ return m_pLocalPlayer; }
inline void SetLocalPlayer(CPlayer *pLocalPlayer)
{ m_pLocalPlayer=pLocalPlayer; }
// PT: No longer inline, because it does too much error checking. When
// everything stops trying to access players before they're loaded, feel
// free to put the inline version back.
CPlayer *GetPlayer(uint idx);
inline std::vector<CPlayer*>* GetPlayers()
{ return( &m_Players ); }
inline uint GetNumPlayers()
{ return m_NumPlayers; }
inline bool IsGameStarted()
{
return m_GameStarted;
}
inline CWorld *GetWorld()
{ return m_World; }
inline CGameView *GetView()
{ return m_GameView; }
inline CSimulation *GetSimulation()
{ return m_Simulation; }
inline float GetTime()
{ return m_Time; }
private:
PSRETURN RegisterInit(CGameAttributes* pAttribs);
// squelch "unable to generate" warnings
CGame(const CGame& rhs);
const CGame& operator=(const CGame& rhs);
};
extern CGame *g_Game;
#endif