// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2008 MartiƱo 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_COMMANDER_H_ #define _GLEST_GAME_COMMANDER_H_ #ifdef WIN32 #include #include #endif #include #include "vec.h" #include "selection.h" #include "command_type.h" #include "platform_util.h" #include "base_thread.h" #include "leak_dumper.h" using std::vector; namespace Glest{ namespace Game{ using Shared::Graphics::Vec2i; using Shared::PlatformCommon::Chrono; class World; class Unit; class Command; class CommandType; class NetworkCommand; class Game; class SwitchTeamVote; // ===================================================== // class Commander // /// Gives commands to the units // ===================================================== class Commander { private: typedef vector > CommandResultContainer; private: World *world; Chrono perfTimer; std::vector > replayCommandList; bool pauseNetworkCommands; public: Commander(); virtual ~Commander(); bool getPauseNetworkCommands() const { return this->pauseNetworkCommands; } void setPauseNetworkCommands(bool pause) { this->pauseNetworkCommands = pause; } void signalNetworkUpdate(Game *game); void init(World *world); void updateNetwork(Game *game); void addToReplayCommandList(NetworkCommand &command,int worldFrameCount); bool getReplayCommandListForFrame(int worldFrameCount); bool hasReplayCommandListForFrame() const; int getReplayCommandListForFrameCount() const; std::pair tryGiveCommand(const Selection *selection, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType, CardinalDir facing, bool tryQueue,Unit *targetUnit=NULL) const; std::pair tryGiveCommand(const Unit* unit, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType, CardinalDir facing, bool tryQueue = false,Unit *targetUnit=NULL,int unitGroupCommandId=-1) const; std::pair tryGiveCommand(const Selection *selection, CommandClass commandClass, const Vec2i &pos= Vec2i(0), const Unit *targetUnit= NULL, bool tryQueue = false) const; std::pair tryGiveCommand(const Selection *selection, const CommandType *commandType, const Vec2i &pos= Vec2i(0), const Unit *targetUnit= NULL, bool tryQueue = false) const; std::pair tryGiveCommand(const Selection *selection, const Vec2i &pos, const Unit *targetUnit= NULL, bool tryQueue = false, int unitCommandGroupId = -1) const; CommandResult tryCancelCommand(const Selection *selection) const; void trySetMeetingPoint(const Unit* unit, const Vec2i &pos) const; void trySwitchTeam(const Faction* faction, int teamIndex) const; void trySwitchTeamVote(const Faction* faction, SwitchTeamVote *vote) const; void tryDisconnectNetworkPlayer(const Faction* faction, int playerIndex) const; void tryPauseGame(bool joinNetworkGame, bool clearCaches) const; void tryResumeGame(bool joinNetworkGame, bool clearCaches) const; void tryNetworkPlayerDisconnected(int factionIndex) const; Command* buildCommand(const NetworkCommand* networkCommand) const; private: std::pair pushNetworkCommand(const NetworkCommand* networkCommand) const; std::pair computeResult(const CommandResultContainer &results) const; void giveNetworkCommand(NetworkCommand* networkCommand) const; bool canSubmitCommandType(const Unit *unit, const CommandType *commandType) const; }; }} //end namespace #endif