#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 "GameView.h" #include class CPlayer; class CGameAttributes; // Default player limit (not counting the Gaia player) // This may be overriden 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 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); PSRETURN ReallyStartGame(); /* Perform all per-frame updates */ void Update(double deltaTime); 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* 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; } 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