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// Game.h: interface for the CGame class.
//
//////////////////////////////////////////////////////////////////////
#ifndef __GAME_H__
#define __GAME_H__
#include <time.h>
#include <string>
#include <map>
#include <set>
#include "GameController.h"
#include "creg/creg_cond.h"
#include "lib/gml/gml.h"
class CScript;
class CBaseWater;
class CAVIGenerator;
class CConsoleHistory;
class CWordCompletion;
class CKeySet;
class CInfoConsole;
class LuaParser;
class LuaInputReceiver;
class CLoadSaveHandler;
class Action;
class ChatMessage;
class SkirmishAIData;
const int MAX_CONSECUTIVE_SIMFRAMES = 15;
class CGame : public CGameController
{
private:
CR_DECLARE(CGame); // Do not use CGame pointer in CR_MEMBER()!!!
void PostLoad();
public:
CGame(std::string mapname, std::string modName, CLoadSaveHandler *saveFile);
bool Draw();
bool DrawMT();
static void DrawMTcb(void *c) {((CGame *)c)->DrawMT();}
bool Update();
/// Called when a key is released by the user
int KeyReleased(unsigned short k);
/// Called when the key is pressed by the user (can be called several times due to key repeat)
int KeyPressed(unsigned short k,bool isRepeat);
void ResizeEvent();
virtual ~CGame();
bool ActionPressed(const Action&, const CKeySet& ks, bool isRepeat);
bool ActionReleased(const Action&);
bool HasLag() const;
enum DrawMode {
notDrawing = 0,
normalDraw = 1,
shadowDraw = 2,
reflectionDraw = 3,
refractionDraw = 4
};
DrawMode drawMode;
inline void SetDrawMode(DrawMode mode) { drawMode = mode; }
inline DrawMode GetDrawMode() const { return drawMode; }
LuaParser* defsParser;
unsigned int oldframenum;
unsigned int fps;
unsigned int thisFps;
int lastSimFrame;
time_t fpstimer, starttime;
unsigned lastUpdate;
unsigned lastMoveUpdate;
unsigned lastModGameTimeMeasure;
unsigned lastUpdateRaw;
float updateDeltaSeconds;
/// Time in seconds, stops at game end
float totalGameTime;
std::string userInputPrefix;
int lastTick;
int chatSound;
bool camMove[8];
bool camRot[4];
bool hideInterface;
bool gameOver;
bool windowedEdgeMove;
bool fullscreenEdgeMove;
bool showFPS;
bool showClock;
bool showSpeed;
/// Prevents spectator msgs from being seen by players
bool noSpectatorChat;
bool drawMapMarks;
/// locked mouse indicator size
float crossSize;
bool drawSky;
bool drawWater;
bool drawGround;
bool moveWarnings;
unsigned char gameID[16];
CScript* script;
CInfoConsole *infoConsole;
void MakeMemDump(void);
CConsoleHistory* consoleHistory;
CWordCompletion* wordCompletion;
bool creatingVideo;
CAVIGenerator* aviGenerator;
void SetHotBinding(const std::string& action) { hotBinding = action; }
private:
/// show GameEnd-window, calculate mouse movement etc.
void GameEnd();
/// Send a message to other players (allows prefixed messages with e.g. "a:...")
void SendNetChat(std::string message, int destination = -1);
/// Format and display a chat message received over network
void HandleChatMsg(const ChatMessage& msg);
/// synced actions (received from server) go in here
void ActionReceived(const Action&, int playernum);
void DrawInputText();
void ParseInputTextGeometry(const std::string& geo);
void SelectUnits(const std::string& line);
void SelectCycle(const std::string& command);
void ReColorTeams();
void ReloadCOB(const std::string& msg, int player);
void StartSkip(int toFrame);
void DrawSkip(bool blackscreen = true);
void EndSkip();
std::string hotBinding;
float inputTextPosX;
float inputTextPosY;
float inputTextSizeX;
float inputTextSizeY;
float lastCpuUsageTime;
bool skipping;
bool playing;
bool chatting;
unsigned lastFrameTime;
public:
struct PlayerTrafficInfo {
PlayerTrafficInfo() : total(0) {}
int total;
std::map<int, int> packets;
};
const std::map<int, PlayerTrafficInfo>& GetPlayerTraffic() const {
return playerTraffic;
}
private:
void AddTraffic(int playerID, int packetCode, int length);
// <playerID, <packetCode, total bytes> >
std::map<int, PlayerTrafficInfo> playerTraffic;
void ClientReadNet();
void UpdateUI(bool cam);
bool DrawWorld();
void SimFrame();
void StartPlaying();
// to smooth out SimFrame calls
int leastQue; ///< Lowest value of que in the past second.
float timeLeft; ///< How many SimFrame() calls we still may do.
float consumeSpeed; ///< How fast we should eat NETMSG_NEWFRAMEs.
unsigned lastframe; ///< SDL_GetTicks() in previous ClientReadNet() call.
void SwapTransparentObjects();
int skipStartFrame;
int skipEndFrame;
int skipTotalFrames;
float skipSeconds;
bool skipSoundmute;
float skipOldSpeed;
float skipOldUserSpeed;
unsigned skipLastDraw;
};
extern CGame* game;
#endif // __GAME_H__
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