MegaGlest/source/glest_game/game/game.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code 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
// ==============================================================
#ifndef _GLEST_GAME_GAME_H_
#define _GLEST_GAME_GAME_H_
#include <vector>
#include "gui.h"
#include "game_camera.h"
#include "world.h"
#include "ai_interface.h"
#include "program.h"
#include "chat_manager.h"
#include "script_manager.h"
#include "game_settings.h"
#include "network_interface.h"
#include "types.h"
#include "leak_dumper.h"
using std::vector;
using namespace Shared::Platform;
using namespace Shared::PlatformCommon;
namespace Glest{ namespace Game{
class GraphicMessageBox;
enum LoadGameItem {
lgt_FactionPreview = 0x01,
lgt_TileSet = 0x02,
lgt_TechTree = 0x04,
lgt_Map = 0x08,
lgt_Scenario = 0x10,
lgt_All = (lgt_FactionPreview | lgt_TileSet | lgt_TechTree | lgt_Map | lgt_Scenario)
};
// =====================================================
// class Game
//
// Main game class
// =====================================================
//class Game: public ProgramState, public SimpleTaskCallbackInterface {
class Game: public ProgramState, public FileCRCPreCacheThreadCallbackInterface {
public:
enum Speed{
sFast,
sNormal,
sSlow
};
private:
typedef vector<Ai*> Ais;
typedef vector<AiInterface*> AiInterfaces;
private:
//main data
World world;
AiInterfaces aiInterfaces;
Gui gui;
GameCamera gameCamera;
Commander commander;
Console console;
ChatManager chatManager;
ScriptManager scriptManager;
//misc
Checksum checksum;
string loadingText;
int mouse2d;
int mouseX, mouseY; //coords win32Api
int updateFps, lastUpdateFps, avgUpdateFps;
int totalRenderFps, renderFps, lastRenderFps, avgRenderFps,currentAvgRenderFpsTotal;
Uint64 tickCount;
bool paused;
bool gameOver;
bool renderNetworkStatus;
bool showFullConsole;
bool mouseMoved;
float scrollSpeed;
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bool camLeftButtonDown;
bool camRightButtonDown;
bool camUpButtonDown;
bool camDownButtonDown;
Speed speed;
GraphicMessageBox mainMessageBox;
GraphicMessageBox errorMessageBox;
//misc ptr
ParticleSystem *weatherParticleSystem;
GameSettings gameSettings;
Vec2i lastMousePos;
time_t lastRenderLog2d;
DisplayMessageFunction originalDisplayMsgCallback;
bool isFirstRender;
bool quitTriggeredIndicator;
int original_updateFps;
int original_cameraFps;
bool captureAvgTestStatus;
int updateFpsAvgTest;
int renderFpsAvgTest;
bool photoModeEnabled;
bool visibleHUD;
Program *program;
bool gameStarted;
time_t lastMaxUnitCalcTime;
public:
Game();
Game(Program *program, const GameSettings *gameSettings);
~Game();
//get
GameSettings *getGameSettings() {return &gameSettings;}
const GameSettings *getReadOnlyGameSettings() const {return &gameSettings;}
const GameCamera *getGameCamera() const {return &gameCamera;}
GameCamera *getGameCamera() {return &gameCamera;}
const Commander *getCommander() const {return &commander;}
Gui *getGui() {return &gui;}
const Gui *getGui() const {return &gui;}
Commander *getCommander() {return &commander;}
Console *getConsole() {return &console;}
ScriptManager *getScriptManager() {return &scriptManager;}
World *getWorld() {return &world;}
const World *getWorld() const {return &world;}
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bool getPaused() const { return paused;}
void setPaused(bool value);
const int getTotalRenderFps() const {return totalRenderFps;}
//init
virtual void load(LoadGameItem loadTypes);
virtual void load();
virtual void init();
virtual void init(bool initForPreviewOnly);
virtual void update();
virtual void updateCamera();
virtual void render();
virtual void tick();
//event managing
virtual void keyDown(char key);
virtual void keyUp(char key);
virtual void keyPress(char c);
virtual void mouseDownLeft(int x, int y);
virtual void mouseDownRight(int x, int y);
virtual void mouseUpCenter(int x, int y);
virtual void mouseUpLeft(int x, int y);
virtual void mouseDoubleClickLeft(int x, int y);
virtual void eventMouseWheel(int x, int y, int zDelta);
virtual void mouseMove(int x, int y, const MouseState *mouseState);
virtual bool isInSpecialKeyCaptureEvent() { return chatManager.getEditEnabled(); }
virtual bool quitTriggered();
virtual Stats quitAndToggleState();
Stats quitGame();
static void exitGameState(Program *program, Stats &endStats);
void startPerformanceTimer();
void endPerformanceTimer();
Vec2i getPerformanceTimerResults();
static Texture2D * findFactionLogoTexture(const GameSettings *settings, Logger *logger=NULL,string factionLogoFilter="loading_screen.*", bool useTechDefaultIfFilterNotFound=true);
static string findFactionLogoFile(const GameSettings *settings, Logger *logger=NULL, string factionLogoFilter="loading_screen.*");
static string extractScenarioLogoFile(const GameSettings *settings, string &result, bool &loadingImageUsed, Logger *logger=NULL, string factionLogoFilter="loading_screen.*");
static string extractFactionLogoFile(bool &loadingImageUsed, string factionName, string scenarioDir, string techName, Logger *logger=NULL, string factionLogoFilter="loading_screen.*");
static string extractTechLogoFile(string scenarioDir, string techName, bool &loadingImageUsed, Logger *logger=NULL,string factionLogoFilter="loading_screen.*");
void loadHudTexture(const GameSettings *settings);
bool getGameOver() { return gameOver; }
bool hasGameStarted() { return gameStarted;}
virtual vector<Texture2D *> processTech(string techName);
virtual void consoleAddLine(string line);
private:
//render
void render3d();
void render2d();
//misc
void checkWinner();
void checkWinnerStandard();
void checkWinnerScripted();
bool hasBuilding(const Faction *faction);
void incSpeed();
void decSpeed();
int getUpdateLoops();
void showLoseMessageBox();
void showWinMessageBox();
void showMessageBox(const string &text, const string &header, bool toggle);
void showErrorMessageBox(const string &text, const string &header, bool toggle);
void renderWorker();
static int ErrorDisplayMessage(const char *msg, bool exitApp);
void ReplaceDisconnectedNetworkPlayersWithAI(bool isNetworkGame, NetworkRole role);
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void calcCameraMoveX();
void calcCameraMoveZ();
};
}}//end namespace
#endif