1
0
forked from 0ad/0ad
0ad/source/ps/Game.h
elexis eafd44cfc5 Remove counterproductive lowercasing of GUI ScriptEvent names, refs #127.
a8f48ff7e0 introduced XeroXMB lowercasing of element and attribute names
as a feature.
cf9d8b9797, 4d390f501c, dda6268466 added bugfixes and TODOs because of
that.
f76d0ffdc6, 44fe226dd2 removed the XeroXMB lowercase feature.
This patch removes the lowercasing GUI bugfixes that don't fix any bug
anymore while increasing code complexity and lowering performance
(string copies).

Do not send mouse coordinates objects for events that do not relate to
the mouse.

Store event names in static const members to:
(1) improve performance, ensuring that the CStr is not reconstructed
every call,
(2) obtain compile errors when misspelling event names,
(3) allow reuse of the strings in inherited and friend classes.

Differential Revision: https://code.wildfiregames.com/D2445
Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log
and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log

This was SVN commit r23403.
2020-01-15 16:00:37 +00:00

227 lines
5.6 KiB
C++

/* Copyright (C) 2020 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 <vector>
#include "ps/Errors.h"
#include "ps/Filesystem.h"
#include "scriptinterface/ScriptVal.h"
#include "simulation2/helpers/Player.h"
class CWorld;
class CSimulation2;
class CGameView;
class CTurnManager;
class IReplayLogger;
struct CColor;
/**
* 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();
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 (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();
std::string m_InitialSavedState; // valid between RegisterInit and LoadInitialState
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