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forked from 0ad/0ad
0ad/source/ps/Game.h
2005-01-23 04:14:49 +00:00

135 lines
2.7 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 "World.h"
#include "Simulation.h"
#include "Player.h"
#include "GameView.h"
#include "scripting/SynchedJSObject.h"
#include <vector>
// Hard player limit (not counting the Gaia player)
#define PS_MAX_PLAYERS 6
namespace PlayerArray_JS
{
JSBool GetProperty( JSContext* cx, JSObject* obj, jsval id, jsval* vp );
};
#define g_GameAttributes CGameAttributes::GetSingleton()
class CGameAttributes:
public CSynchedJSObject<CGameAttributes>,
public Singleton<CGameAttributes>
{
public:
typedef void (UpdateCallback)(CStrW name, CStrW newValue, void *data);
private:
friend JSBool PlayerArray_JS::GetProperty( JSContext* cx, JSObject* obj, jsval id, jsval* vp );
virtual void Update(CStrW name, ISynchedJSProperty *attrib);
UpdateCallback *m_UpdateCB;
void *m_UpdateCBData;
CPlayer::UpdateCallback *m_PlayerUpdateCB;
void *m_PlayerUpdateCBData;
jsval JSGetPlayers();
public:
CStrW m_MapFile;
uint m_NumPlayers;
CGameAttributes();
virtual ~CGameAttributes();
void SetValue(CStrW name, CStrW value);
inline void SetUpdateCallback(UpdateCallback *cb, void *userdata)
{
m_UpdateCB=cb;
m_UpdateCBData=userdata;
}
void SetPlayerUpdateCallback(CPlayer::UpdateCallback *cb, void *userdata);
std::vector <CPlayer *> m_Players;
JSObject *m_PlayerArrayJS;
};
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;
public:
CGame();
~CGame();
/*
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);
/*
Perform all per-frame updates
*/
void Update(double deltaTime);
inline CPlayer *GetLocalPlayer()
{ return m_pLocalPlayer; }
inline void SetLocalPlayer(CPlayer *pLocalPlayer)
{ m_pLocalPlayer=pLocalPlayer; }
inline CPlayer *GetPlayer(uint idx)
{
if (idx >= 0 && idx < m_NumPlayers)
return m_Players[idx];
else
{
debug_warn("Invalid player ID");
return m_Players[0];
}
}
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; }
};
extern CGame *g_Game;
#endif