88 lines
2.6 KiB
C++
88 lines
2.6 KiB
C++
/* Copyright (C) 2009 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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#ifndef INCLUDED_SIMULATION
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#define INCLUDED_SIMULATION
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#include <boost/random.hpp>
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class CGame;
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class CGameAttributes;
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class CWorld;
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class CNetMessage;
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class CSimulation
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{
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CGame *m_pGame;
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CWorld *m_pWorld;
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// Current game time; store as double for precision
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double m_Time;
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double m_DeltaTime;
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// Random number generator
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boost::mt19937 m_Random;
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// Simulate: move the deterministic simulation forward by one interval
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void Simulate();
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// Interpolate: interpolate a data point for rendering between simulation
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// frames.
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void Interpolate(double frameTime, double offset);
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public:
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CSimulation(CGame *pGame);
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~CSimulation();
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void RegisterInit(CGameAttributes *pGameAttributes);
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int Initialize(CGameAttributes *pGameAttributes);
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// Perform simulation updates for the specified elapsed time. If it is
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// shorter than the time until the next simulation turn, nothing happens.
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// Returns false if it can't keep up with the desired simulation rate.
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bool Update(double frameTime);
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// If the last Update couldn't keep up with the desired rate, ignore that
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// and don't try to catch up when Update is called again. Will completely break
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// synchronisation of sim time vs real time.
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void DiscardMissedUpdates();
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// Update the graphical representations of the simulation by the given time.
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void Interpolate(double frameTime);
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// Calculate the message mask of a message to be queued
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static size_t GetMessageMask(CNetMessage *, size_t oldMask, void *userdata);
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// Translate the command message into an entity order and queue it
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// Returns oldMask
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static size_t TranslateMessage(CNetMessage *, size_t oldMask, void *userdata);
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void QueueLocalCommand(CNetMessage *pMsg);
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// Get a random integer between 0 and maxVal-1 from the simulation's random number generator
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int RandInt(int maxVal);
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// Get a random float in [0, 1) from the simulation's random number generator
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float RandFloat();
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// Get game time
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inline double GetTime() { return m_Time; }
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};
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#endif
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