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/* Copyright (C) 2013 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 "ps/Errors.h"
#include <vector>
#include "scriptinterface/ScriptVal.h"
class CWorld;
class CSimulation2;
class CGameView;
class CNetTurnManager;
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;
int m_PlayerID;
CNetTurnManager* m_TurnManager;
public:
CGame(bool disableGraphics = false);
~CGame();
/**
* the game is paused and no updates will be performed if true.
**/
bool m_Paused;
void StartGame(const CScriptValRooted& attribs, const std::string& savedState);
PSRETURN ReallyStartGame();
/**
* 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.
*/
bool Update(const double deltaRealTime, bool doInterpolate = true);
void Interpolate(float simFrameLength, float realFrameLength);
int GetPlayerID();
void SetPlayerID(int playerID);
/**
* Retrieving player colours from scripts is slow, so this updates an
* internal cache of all players' colours.
* Call this just before rendering, so it will always have the latest
* colours.
*/
void CachePlayerColours();
CColor GetPlayerColour(int player) const;
/**
* Get m_GameStarted.
*
* @return bool the value of m_GameStarted.
**/
inline bool IsGameStarted() const
{
return m_GameStarted;
}
/**
* 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()
{ return m_SimRate; }
/**
* Replace the current turn manager.
* This class will take ownership of the pointer.
*/
void SetTurnManager(CNetTurnManager* turnManager);
CNetTurnManager* GetTurnManager() const
{ return m_TurnManager; }
IReplayLogger& GetReplayLogger() const
{ return *m_ReplayLogger; }
private:
void RegisterInit(const JS::HandleValue attribs, const std::string& savedState);
IReplayLogger* m_ReplayLogger;
std::vector<CColor> m_PlayerColours;
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
};
extern CGame *g_Game;
#endif
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