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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _GAME_H
#define _GAME_H
#include <string>
#include <map>
#include <set>
#include "GameController.h"
#include "System/creg/creg_cond.h"
#include "System/Misc/SpringTime.h"
class IWater;
class CConsoleHistory;
class CKeySet;
class CInfoConsole;
class LuaParser;
class LuaInputReceiver;
class ILoadSaveHandler;
class Action;
class ISyncedActionExecutor;
class IUnsyncedActionExecutor;
class ChatMessage;
class SkirmishAIData;
class CWorldDrawer;
class CGame : public CGameController
{
private:
CR_DECLARE(CGame); // Do not use CGame pointer in CR_MEMBER()!!!
public:
CGame(const std::string& mapName, const std::string& modName, ILoadSaveHandler* saveFile);
virtual ~CGame();
public:
enum GameDrawMode {
gameNotDrawing = 0,
gameNormalDraw = 1,
gameShadowDraw = 2,
gameReflectionDraw = 3,
gameRefractionDraw = 4
};
struct PlayerTrafficInfo {
PlayerTrafficInfo() : total(0) {}
int total;
std::map<int, int> packets;
};
public:
void LoadGame(const std::string& mapName);
/// show GameEnd-window, calculate mouse movement etc.
void GameEnd(const std::vector<unsigned char>& winningAllyTeams);
private:
void LoadDefs();
void LoadSimulation(const std::string& mapName);
void LoadRendering();
void LoadInterface();
void LoadLua();
void LoadFinalize();
void PostLoad();
public:
bool HasLag() const;
const std::map<int, PlayerTrafficInfo>& GetPlayerTraffic() const {
return playerTraffic;
}
void AddTraffic(int playerID, int packetCode, int length);
/// Send a message to other players (allows prefixed messages with e.g. "a:...")
void SendNetChat(std::string message, int destination = -1);
bool ProcessCommandText(unsigned int key, const std::string& command);
bool ProcessKeyPressAction(unsigned int key, const Action& action);
bool ProcessAction(const Action& action, unsigned int key = -1, bool isRepeat = false);
void SetHotBinding(const std::string& action) { hotBinding = action; }
void SelectUnits(const std::string& line);
void SelectCycle(const std::string& command);
void ReloadCOB(const std::string& msg, int player);
void ReloadCEGs(const std::string& tag);
void StartSkip(int toFrame);
void EndSkip();
void ParseInputTextGeometry(const std::string& geo);
void ReloadGame();
void SaveGame(const std::string& filename, bool overwrite);
void DumpState(int newMinFrameNum, int newMaxFrameNum, int newFramePeriod);
void ResizeEvent();
void SetupRenderingParams();
void SetDrawMode(GameDrawMode mode) { gameDrawMode = mode; }
GameDrawMode GetDrawMode() const { return gameDrawMode; }
private:
bool Draw();
bool DrawMT();
static void DrawMTcb(void* c) { static_cast<CGame*>(c)->DrawMT(); }
bool UpdateUnsynced();
void DrawSkip(bool blackscreen = true);
void DrawInputText();
void UpdateUI(bool cam);
/// Format and display a chat message received over network
void HandleChatMsg(const ChatMessage& msg);
/// 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);
bool ActionPressed(unsigned int key, const Action& action, bool isRepeat);
bool ActionReleased(const Action& action);
/// synced actions (received from server) go in here
void ActionReceived(const Action& action, int playerID);
void ReColorTeams();
void ClientReadNet();
void SimFrame();
void StartPlaying();
bool Update();
public:
volatile bool finishedLoading;
bool gameOver;
GameDrawMode gameDrawMode;
unsigned char gameID[16];
LuaParser* defsParser;
unsigned int thisFps;
int lastSimFrame;
spring_time frameStartTime;
spring_time lastUpdateTime;
spring_time lastSimFrameTime;
spring_time lastDrawFrameUpdate;
spring_time lastModGameTimeMeasure;
float updateDeltaSeconds;
float lastCpuUsageTime;
/// Time in seconds, stops at game end
float totalGameTime;
int lastTick;
int chatSound;
bool camMove[8];
bool camRot[4];
bool windowedEdgeMove;
bool fullscreenEdgeMove;
bool hideInterface;
bool showFPS;
bool showClock;
bool showSpeed;
int showMTInfo;
float mtInfoThreshold;
int mtInfoCtrl;
/// Prevents spectator msgs from being seen by players
bool noSpectatorChat;
std::string hotBinding;
float inputTextPosX;
float inputTextPosY;
float inputTextSizeX;
float inputTextSizeY;
bool skipping;
bool playing;
bool chatting;
std::string userInputPrefix;
spring_time lastFrameTime;
/// <playerID, <packetCode, total bytes> >
std::map<int, PlayerTrafficInfo> playerTraffic;
// to smooth out SimFrame calls
int leastQue; ///< Lowest value of que in the past second.
float msgProcTimeLeft; ///< How many SimFrame() calls we still may do.
float consumeSpeed; ///< How fast we should eat NETMSG_NEWFRAMEs.
spring_time lastframe; ///< time of previous ClientReadNet() call.
int skipStartFrame;
int skipEndFrame;
int skipTotalFrames;
float skipSeconds;
bool skipSoundmute;
float skipOldSpeed;
float skipOldUserSpeed;
spring_time skipLastDraw;
/**
* @see CGameServer#speedControl
*/
int speedControl;
int luaLockTime;
int luaExportSize;
/// for reloading the savefile
ILoadSaveHandler* saveFile;
CInfoConsole* infoConsole;
CConsoleHistory* consoleHistory;
private:
CWorldDrawer* worldDrawer;
};
extern CGame* game;
#endif // _GAME_H
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