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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 "System/creg/creg_cond.h"
#include "System/GlobalRNG.h"
class CGameSetup;
class CTeam;
class CPlayer;
enum {
GODMODE_ATC_BIT = 1 << 0, // allied team control
GODMODE_ETC_BIT = 1 << 1, // enemy team control
GODMODE_MAX_VAL = GODMODE_ATC_BIT | GODMODE_ETC_BIT, // full team control
};
/**
* @brief Global synced data
*
* Class contains globally accessible
* data that remains synced.
*/
class CGlobalSynced
{
public:
CR_DECLARE_STRUCT(CGlobalSynced)
void Init() { ResetState(); }
void Kill();
void ResetState();
void LoadFromSetup(const CGameSetup*);
// Lua should never see the pre-simframe value
int GetLuaSimFrame() { return (frameNum * (frameNum > 0)); }
int GetTempNum() { return tempNum++; }
// remains true until first SimFrame call
bool PreSimFrame() const { return (frameNum == -1); }
private:
/**
* @brief temp num
*
* Used for getting temporary but unique numbers
* (increase after each use)
*/
int tempNum = 1;
public:
/**
* @brief frame number
*
* Stores the current frame number
*/
int frameNum = -1;
/**
* @brief god mode
*
* Whether god-mode is enabled, which allows all players (even spectators)
* to control all units.
*/
int godMode = 0;
/**
* @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 = 1.0f;
/**
* @brief wanted speed factor
*
* Contains the aimed speed factor.
* The total simframes
* per second calculate as follow:
* wantedSimFPS = speedFactor * GAME_SPEED;
*/
float wantedSpeedFactor = 1.0f;
/**
* @brief paused
*
* Holds whether the game is paused
*/
bool paused = false;
/**
* @brief cheat enabled
*
* Whether cheating is enabled
*/
bool cheatEnabled = false;
/**
* @brief disable helper AIs
*
* Whether helper AIs are allowed, including LuaUI control widgets
*/
bool noHelperAIs = false;
/**
* @brief definition editing enabled
*
* Whether editing of unit-, feature- and weapon-defs through Lua is enabled.
*/
bool editDefsEnabled = false;
/**
* @brief LuaGaia control
*
* Whether or not LuaGaia is enabled
*/
bool useLuaGaia = true;
};
extern CGlobalSynced* gs;
extern CGlobalSyncedRNG gsRNG;
#endif // _GLOBAL_SYNCED_H
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