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0ad/source/ps/Game.h

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C++

/* Copyright (C) 2023 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_GAME
#define INCLUDED_GAME
#include "graphics/Color.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
#include "lib/os_path.h"
#include "scriptinterface/ScriptTypes.h"
#include "simulation2/helpers/Player.h"
#include <vector>
class CGameView;
class CSimulation2;
class CTurnManager;
class CWorld;
class IReplayLogger;
/**
* The container that holds the rules, resources and attributes of the game.
* The CGame object is responsible for creating a game that is defined by
* a set of attributes provided. The CGame object is also responsible for
* maintaining the relations between CPlayer and CWorld, CSimulation and CWorld.
**/
class CGame
{
NONCOPYABLE(CGame);
/**
* pointer to the CWorld object representing the game world.
**/
CWorld *m_World;
/**
* pointer to the CSimulation2 object operating on the game world.
**/
CSimulation2 *m_Simulation2;
/**
* pointer to the CGameView object representing the view into the game world.
**/
CGameView *m_GameView;
/**
* the game has been initialized and ready for use if true.
**/
bool m_GameStarted;
/**
* Timescale multiplier for simulation rate.
**/
float m_SimRate;
/**
* Index assigned to the current player.
* 1-8 to control players, 0 for gaia, -1 for observer.
*/
player_id_t m_PlayerID;
/**
* Differs from m_PlayerID if a defeated player or observer views another player.
*/
player_id_t m_ViewedPlayerID;
CTurnManager* m_TurnManager;
public:
CGame(bool replayLog);
~CGame();
/**
* the game is paused and no updates will be performed if true.
**/
bool m_Paused;
void StartGame(JS::MutableHandleValue attribs, const std::string& savedState);
PSRETURN ReallyStartGame();
bool StartVisualReplay(const OsPath& replayPath);
/**
* Periodic heartbeat that controls the process. performs all per-frame updates.
* Simulation update is called and game status update is called.
*
* @param deltaRealTime Elapsed real time since last beat/frame, in seconds.
* @param doInterpolate Perform graphics interpolation if true.
* @return bool false if it can't keep up with the desired simulation rate
* indicating that you might want to render less frequently.
*/
void Update(const double deltaRealTime, bool doInterpolate = true);
void Interpolate(float simFrameLength, float realFrameLength);
int GetPlayerID();
void SetPlayerID(player_id_t playerID);
int GetViewedPlayerID();
void SetViewedPlayerID(player_id_t playerID);
/**
* Check if the game is finished by testing if there's a winner.
* It is used to end a non visual autostarted game.
*
* @return true if there's a winner, false otherwise.
*/
bool IsGameFinished() const;
/**
* Retrieving player colors from scripts is slow, so this updates an
* internal cache of all players' colors.
* Call this just before rendering, so it will always have the latest
* colors.
*/
void CachePlayerColors();
const CColor& GetPlayerColor(player_id_t player) const;
/**
* Get m_GameStarted.
*
* @return bool the value of m_GameStarted.
**/
inline bool IsGameStarted() const
{
return m_GameStarted;
}
/**
* Get m_IsVisualReplay.
*
* @return bool the value of m_IsVisualReplay.
**/
inline bool IsVisualReplay() const
{ return m_IsVisualReplay; }
/**
* Get the pointer to the game world object.
*
* @return CWorld * the value of m_World.
**/
inline CWorld *GetWorld()
{ return m_World; }
/**
* Get the pointer to the game view object.
*
* @return CGameView * the value of m_GameView.
**/
inline CGameView *GetView()
{ return m_GameView; }
/**
* Get the pointer to the simulation2 object.
*
* @return CSimulation2 * the value of m_Simulation2.
**/
inline CSimulation2 *GetSimulation2()
{ return m_Simulation2; }
/**
* Set the simulation scale multiplier.
*
* @param simRate Float value to set m_SimRate to.
* Because m_SimRate is also used to
* scale TimeSinceLastFrame it must be
* clamped to 0.0f.
**/
inline void SetSimRate(float simRate)
{ if (std::isfinite(simRate)) m_SimRate = std::max(simRate, 0.0f); }
inline float GetSimRate() const
{ return m_SimRate; }
inline OsPath GetReplayPath() const
{ return m_ReplayPath; }
/**
* Replace the current turn manager.
* This class will take ownership of the pointer.
*/
void SetTurnManager(CTurnManager* turnManager);
CTurnManager* GetTurnManager() const
{ return m_TurnManager; }
IReplayLogger& GetReplayLogger() const
{ return *m_ReplayLogger; }
private:
static const CStr EventNameSimulationUpdate;
void RegisterInit(const JS::HandleValue attribs, const std::string& savedState);
IReplayLogger* m_ReplayLogger;
std::vector<CColor> m_PlayerColors;
int LoadInitialState(const std::string& savedState);
bool m_IsSavedGame; // true if loading a saved game; false for a new game
int LoadVisualReplayData();
OsPath m_ReplayPath;
bool m_IsVisualReplay;
std::istream* m_ReplayStream;
u32 m_FinalReplayTurn;
};
extern CGame *g_Game;
#endif