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