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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _GLOBAL_SYNCED_H
#define _GLOBAL_SYNCED_H
#include <algorithm>
#include <string>
#include "System/float3.h"
#include "System/creg/creg_cond.h"
#include "GlobalConstants.h"
class CGameSetup;
class CTeam;
class CPlayer;
/**
* @brief Global synced data
*
* Class contains globally accessible
* data that remains synced.
*/
class CGlobalSynced
{
public:
CR_DECLARE_STRUCT(CGlobalSynced)
CGlobalSynced(); //!< Constructor
~CGlobalSynced(); //!< Destructor
void ResetState();
void LoadFromSetup(const CGameSetup*);
int randInt(); //!< synced random int
float randFloat(); //!< synced random float
float3 randVector(); //!< synced random vector
void SetRandSeed(unsigned int seed, bool init = false) {
randSeed = seed;
if (init) { initRandSeed = randSeed; }
}
unsigned int GetRandSeed() const { return randSeed; }
unsigned int GetInitRandSeed() const { return initRandSeed; }
// Lua should never see the pre-simframe value
int GetLuaSimFrame() { return std::max(frameNum, 0); }
int GetTempNum() { return tempNum++; }
// remains true until first SimFrame call
bool PreSimFrame() const { return (frameNum == -1); }
public:
/**
* @brief frame number
*
* Stores the current frame number
*/
int frameNum;
/**
* @brief speed factor
*
* Contains the actual gamespeed factor
* used by the game. The real gamespeed
* can be up to this but is lowered if
* clients can't keep up (lag protection)
*/
float speedFactor;
/**
* @brief wanted speed factor
*
* Contains the aimed speed factor.
* The total simframes
* per second calculate as follow:
* wantedSimFPS = speedFactor * GAME_SPEED;
*/
float wantedSpeedFactor;
/**
* @brief paused
*
* Holds whether the game is paused
*/
bool paused;
/**
* @brief god mode
*
* Whether god-mode is enabled, which allows all players (even spectators)
* to control all units.
*/
bool godMode;
/**
* @brief cheat enabled
*
* Whether cheating is enabled
*/
bool cheatEnabled;
/**
* @brief disable helper AIs
*
* Whether helper AIs are allowed, including LuaUI control widgets
*/
bool noHelperAIs;
/**
* @brief definition editing enabled
*
* Whether editing of unit-, feature- and weapon-defs through Lua is enabled.
*/
bool editDefsEnabled;
/**
* @brief LuaGaia control
*
* Whether or not LuaGaia is enabled
*/
bool useLuaGaia;
private:
class SyncedRNG
{
public:
int operator()(unsigned N)
{
extern CGlobalSynced* gs;
return gs->randInt()%N;
};
};
public:
static SyncedRNG rng;
private:
/**
* @brief random seed
*
* Holds the synced random seed
*/
int randSeed;
/**
* @brief initial random seed
*
* Holds the synced initial random seed
*/
int initRandSeed;
/**
* @brief temp num
*
* Used for getting temporary but unique numbers
* (increase after each use)
*/
int tempNum;
};
extern CGlobalSynced* gs;
#endif // _GLOBAL_SYNCED_H
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