forked from 0ad/0ad
janwas
a69ac0dee9
- add convenience macros for config_db(CFG_GET_SYS_VAL) - VFSUtil::EnumDirEnts now uses flags instead of bool recursive - UNUSED() for params, UNUSED2 (<- need better name) for variables - config.h defines must be tested with #if (always defined) -> allows detecting misspellings thanks to compiler warnings - replace debug_assert(0) with debug_warn (its sole purpose) - replace ScriptingHost::ValueToInt et al with ToPrimitive - use nommgr.h to disable both mmgr and VC debug heap This was SVN commit r2585.
91 lines
1.9 KiB
C++
Executable File
91 lines
1.9 KiB
C++
Executable File
#ifndef _ps_Game_H
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#define _ps_Game_H
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// Kludge: Our included headers might want to subgroup the Game group, so do it
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// here, before including the other guys
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#include "ps/Errors.h"
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ERROR_GROUP(Game);
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#include "World.h"
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#include "Simulation.h"
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#include "GameView.h"
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#include <vector>
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class CPlayer;
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class CGameAttributes;
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// Default player limit (not counting the Gaia player)
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// This may be overriden by system.cfg ("max_players")
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#define PS_MAX_PLAYERS 6
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class CGame
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{
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CWorld m_World;
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CSimulation m_Simulation;
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CGameView m_GameView;
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CPlayer *m_pLocalPlayer;
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std::vector<CPlayer *> m_Players;
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uint m_NumPlayers;
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bool m_GameStarted;
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public:
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CGame();
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~CGame();
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/*
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Initialize all local state and members for playing a game described by
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the attribute class, and start the game.
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Return: 0 on OK - a PSRETURN code otherwise
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*/
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PSRETURN StartGame(CGameAttributes *pGameAttributes);
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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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void Update(double deltaTime);
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inline CPlayer *GetLocalPlayer()
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{ return m_pLocalPlayer; }
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inline void SetLocalPlayer(CPlayer *pLocalPlayer)
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{ m_pLocalPlayer=pLocalPlayer; }
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// PT: No longer inline, because it does too much error checking. When
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// everything stops trying to access players before they're loaded, feel
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// free to put the inline version back.
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CPlayer *GetPlayer(uint idx);
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inline std::vector<CPlayer*>* GetPlayers()
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{ return( &m_Players ); }
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inline uint GetNumPlayers()
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{ return m_NumPlayers; }
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inline bool IsGameStarted()
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{
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return m_GameStarted;
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}
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inline CWorld *GetWorld()
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{ return &m_World; }
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inline CGameView *GetView()
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{ return &m_GameView; }
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inline CSimulation *GetSimulation()
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{ return &m_Simulation; }
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private:
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PSRETURN RegisterInit(CGameAttributes* pAttribs);
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// squelch "unable to generate" warnings
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CGame(const CGame& rhs);
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const CGame& operator=(const CGame& rhs);
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};
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extern CGame *g_Game;
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#endif
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