forked from Mirrors/openclonk
336 lines
13 KiB
C++
336 lines
13 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, 2007-2008 Matthes Bender
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* Copyright (c) 2001-2002, 2004-2005, 2008 Sven Eberhardt
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* Copyright (c) 2004, 2006 Peter Wortmann
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* Copyright (c) 2005 Günther Brammer
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
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*
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* Portions might be copyrighted by other authors who have contributed
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* to OpenClonk.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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* See isc_license.txt for full license and disclaimer.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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* See clonk_trademark_license.txt for full license.
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*/
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/* Main class to run the game */
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#ifndef INC_C4Game
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#define INC_C4Game
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#ifdef C4ENGINE
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#include <C4GameParameters.h>
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#include <C4PlayerInfo.h>
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#include <C4RoundResults.h>
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#include <C4Scenario.h>
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#include <C4GameControl.h>
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#include <C4Control.h>
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#include <C4PathFinder.h>
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#include <C4Extra.h>
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#include <C4Effects.h>
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#include <C4Fonts.h>
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#include "C4Scoreboard.h"
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#include <C4VideoPlayback.h>
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#include <C4ScriptHost.h>
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class C4Game
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{
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private:
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// used as StdCompiler-parameter
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struct CompileSettings
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{
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bool fScenarioSection;
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bool fPlayers;
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bool fExact;
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CompileSettings(bool fScenarioSection, bool fPlayers, bool fExact)
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: fScenarioSection(fScenarioSection), fPlayers(fPlayers), fExact(fExact) { }
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};
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// struct of keyboard set and indexed control key
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struct C4KeySetCtrl
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{
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int32_t iKeySet, iCtrl;
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C4KeySetCtrl(int32_t iKeySet, int32_t iCtrl) : iKeySet(iKeySet), iCtrl(iCtrl) {}
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};
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public:
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C4Game();
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~C4Game();
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public:
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C4ClientList &Clients; // Shortcut
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C4GameParameters Parameters;
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C4TeamList &Teams; // Shortcut
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C4PlayerInfoList &PlayerInfos; // Shortcut
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C4PlayerInfoList &RestorePlayerInfos; // Shortcut
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C4RoundResults RoundResults;
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C4Scenario C4S;
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C4ComponentHost Info;
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C4ComponentHost Title;
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C4ComponentHost Names;
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C4ComponentHost GameText;
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C4GameScriptHost Script;
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C4LangStringTable MainSysLangStringTable, ScenarioLangStringTable, ScenarioSysLangStringTable;
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StdStrBuf PlayerNames;
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C4GameControl Control;
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C4Control &Input; // shortcut
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C4PathFinder PathFinder;
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C4TransferZones TransferZones;
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C4Group ScenarioFile;
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C4GroupSet GroupSet;
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C4Group *pParentGroup;
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C4Extra Extra;
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C4ScenarioSection *pScenarioSections, *pCurrentScenarioSection;
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C4Effect *pGlobalEffects;
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#ifndef USE_CONSOLE
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// We don't need fonts when we don't have graphics
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C4FontLoader FontLoader;
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#endif
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C4Scoreboard Scoreboard;
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C4VideoPlayer VideoPlayer;
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class C4Network2Stats *pNetworkStatistics; // may be NULL if no statistics are recorded
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class C4KeyboardInput &KeyboardInput;
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class C4FileMonitor *pFileMonitor;
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class C4GameSec1Timer *pSec1Timer;
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char CurrentScenarioSection[C4MaxName+1];
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char ScenarioFilename[_MAX_PATH+1];
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StdCopyStrBuf ScenarioTitle;
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char PlayerFilenames[20*_MAX_PATH+1];
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char DefinitionFilenames[20*_MAX_PATH+1];
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char DirectJoinAddress[_MAX_PATH+1];
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class C4Network2Reference *pJoinReference;
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int32_t StartupPlayerCount;
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int32_t FPS,cFPS;
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int32_t HaltCount;
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bool GameOver;
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bool Evaluated;
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bool GameOverDlgShown;
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bool fScriptCreatedObjects;
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bool fLobby;
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int32_t iLobbyTimeout;
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bool fObserve;
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bool fReferenceDefinitionOverride;
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bool NetworkActive;
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bool Record;
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bool RegJoinOnly; // default false; set to true only by command line parameter or in console builds
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StdStrBuf RecordDumpFile;
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StdStrBuf RecordStream;
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bool TempScenarioFile;
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bool fPreinited; // set after PreInit has been called; unset by Clear and Default
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int32_t FrameCounter;
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int32_t iTick2,iTick3,iTick5,iTick10,iTick35,iTick255,iTick1000;
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bool TimeGo;
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int32_t Time;
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int32_t StartTime;
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int32_t InitProgress; int32_t LastInitProgress; int32_t LastInitProgressShowTime;
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int32_t RandomSeed;
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int32_t ObjectEnumerationIndex;
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int32_t Rules;
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bool GameGo;
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bool FullSpeed;
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int32_t FrameSkip; bool DoSkipFrame;
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uint32_t FoWColor; // FoW-color; may contain transparency
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bool fResortAnyObject; // if set, object list will be checked for unsorted objects next frame
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bool IsRunning; // (NoSave) if set, the game is running; if not, just the startup message board is painted
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bool PointersDenumerated; // (NoSave) set after object pointers have been denumerated
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size_t StartupLogPos, QuitLogPos; // current log positions when game was last started and cleared
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bool fQuitWithError; // if set, game shut down irregularly
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int32_t iMusicLevel; // scenario-defined music level
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// current play list
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StdCopyStrBuf PlayList;
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bool DebugMode;
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// next mission to be played after this one
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StdCopyStrBuf NextMission, NextMissionText, NextMissionDesc;
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public:
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// Init and execution
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void Default();
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void Clear();
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void Abort(bool fApproved = false); // hard-quit on Esc+Y (/J/O)
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void Evaluate();
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void ShowGameOverDlg();
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bool DoKeyboardInput(C4KeyCode vk_code, C4KeyEventType eEventType, bool fAlt, bool fCtrl, bool fShift, bool fRepeated, class C4GUI::Dialog *pForDialog=NULL, bool fPlrCtrlOnly=false);
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void DrawCursors(C4TargetFacet &cgo, int32_t iPlayer);
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bool LocalControlKey(C4KeyCodeEx key, C4KeySetCtrl Ctrl);
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bool LocalControlKeyUp(C4KeyCodeEx key, C4KeySetCtrl Ctrl);
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void LocalPlayerControl(int32_t iPlayer, int32_t iCom);
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void FixRandom(int32_t iSeed);
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bool Init();
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bool PreInit();
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void ParseCommandLine(const char *szCmdLine);
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BOOL Execute();
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class C4Player *JoinPlayer(const char *szFilename, int32_t iAtClient, const char *szAtClientName, C4PlayerInfo *pInfo);
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BOOL DoGameOver();
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bool CanQuickSave();
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BOOL QuickSave(const char *strFilename, const char *strTitle, bool fForceSave=false);
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void SetInitProgress(float fToProgress);
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void OnResolutionChanged(unsigned int iXRes, unsigned int iYRes); // update anything that's dependant on screen resolution
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void InitFullscreenComponents(bool fRunning);
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bool ToggleChat();
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// Pause
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bool TogglePause();
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bool Pause();
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bool Unpause();
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bool IsPaused();
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// Network
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void Synchronize(BOOL fSavePlayerFiles);
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void SyncClearance();
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BOOL ReSync();
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void SyncCheckFiles(); // check if files are in sync
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// Editing
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BOOL DropFile(const char *szFilename, float iX, float iY);
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BOOL CreateViewport(int32_t iPlayer, bool fSilent=false);
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BOOL DropDef(C4ID id, float iX, float iY);
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BOOL LoadDef(const char *szFilename);
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BOOL ReloadFile(const char *szPath);
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BOOL ReloadDef(C4ID id);
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BOOL ReloadParticle(const char *szName);
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// Object functions
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void ClearPointers(C4Object *cobj);
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C4Object *CreateObject(C4ID type, C4Object *pCreator, int32_t owner=NO_OWNER,
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int32_t x=50, int32_t y=50, int32_t r=0,
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FIXED xdir=Fix0, FIXED ydir=Fix0, FIXED rdir=Fix0, int32_t iController=NO_OWNER);
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C4Object *CreateObjectConstruction(C4ID type,
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C4Object *pCreator,
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int32_t owner,
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int32_t ctx=0, int32_t bty=0,
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int32_t con=1, BOOL terrain=FALSE);
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C4Object *CreateInfoObject(C4ObjectInfo *cinf, int32_t owner,
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int32_t tx=50, int32_t ty=50);
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void BlastObjects(int32_t tx, int32_t ty, int32_t level, C4Object *inobj, int32_t iCausedBy, C4Object *pByObj);
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void ShakeObjects(int32_t tx, int32_t ry, int32_t range);
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C4Object *OverlapObject(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt,
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int32_t category);
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C4Object *FindObject(C4ID id,
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int32_t iX=0, int32_t iY=0, int32_t iWdt=0, int32_t iHgt=0,
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DWORD ocf=OCF_All,
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const char *szAction=NULL, C4Object *pActionTarget=NULL,
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C4Object *pExclude=NULL,
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C4Object *pContainer=NULL,
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int32_t iOwner=ANY_OWNER,
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C4Object *pFindNext=NULL);
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C4Object *FindVisObject( // find object in view at pos, regarding parallaxity and visibility (but not distance)
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float tx, float ty, int32_t iPlr, const C4Facet &fctViewport,
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float iX=0, float iY=0, float iWdt=0, float iHgt=0,
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DWORD ocf=OCF_All,
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C4Object *pExclude=NULL,
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int32_t iOwner=ANY_OWNER,
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C4Object *pFindNext=NULL);
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int32_t ObjectCount(C4ID id,
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int32_t x=0, int32_t y=0, int32_t wdt=0, int32_t hgt=0,
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DWORD ocf=OCF_All,
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const char *szAction=NULL, C4Object *pActionTarget=NULL,
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C4Object *pExclude=NULL,
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C4Object *pContainer=NULL,
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int32_t iOwner=ANY_OWNER);
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C4Object *FindBase(int32_t iPlayer, int32_t iIndex);
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C4Object *FindFriendlyBase(int32_t iPlayer, int32_t iIndex);
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C4Object *FindObjectByCommand(int32_t iCommand, C4Object *pTarget=NULL, C4Value iTx=C4VNull, int32_t iTy=0, C4Object *pTarget2=NULL, C4Object *pFindNext=NULL);
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void CastObjects(C4ID id, C4Object *pCreator, int32_t num, int32_t level, int32_t tx, int32_t ty, int32_t iOwner=NO_OWNER, int32_t iController=NO_OWNER);
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void BlastCastObjects(C4ID id, C4Object *pCreator, int32_t num, int32_t tx, int32_t ty, int32_t iController=NO_OWNER);
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C4Object *PlaceVegetation(C4ID id, int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iGrowth);
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C4Object *PlaceAnimal(C4ID idAnimal);
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BOOL LoadScenarioSection(const char *szSection, DWORD dwFlags);
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BOOL SaveDesc(C4Group &hGroup, BOOL fSaveGame=FALSE, BOOL fReference=FALSE, BOOL fLobby=FALSE, BOOL fUnregistered=FALSE, BOOL fRecord=FALSE);
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bool DrawTextSpecImage(C4FacetSurface &fctTarget, const char *szSpec, uint32_t dwClr=0xff);
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bool SpeedUp();
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bool SlowDown();
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bool InitKeyboard(); // register main keyboard input functions
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protected:
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bool InitSystem();
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void InitInEarth();
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void InitVegetation();
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void InitAnimals();
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void InitGoals();
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void InitRules();
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void InitValueOverloads();
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void InitEnvironment();
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void UpdateRules();
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void CloseScenario();
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void DeleteObjects(bool fDeleteInactive);
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void ExecObjects();
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void Ticks();
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const char *FoldersWithLocalsDefs(const char *szPath);
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BOOL CheckObjectEnumeration();
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BOOL LocalFileMatch(const char *szFilename, int32_t iCreation);
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BOOL DefinitionFilenamesFromSaveGame();
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bool LoadScenarioComponents();
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bool LoadScenarioScripts();
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public:
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BOOL SaveGameTitle(C4Group &hGroup);
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protected:
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BOOL InitGame(C4Group &hGroup, bool fLoadSection, bool fLoadSky);
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BOOL InitGameFinal();
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BOOL InitNetworkFromAddress(const char *szAddress);
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BOOL InitNetworkFromReference(const C4Network2Reference &Reference);
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BOOL InitNetworkHost();
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BOOL DoLobby();
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BOOL PreInitControl();
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BOOL InitControl();
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BOOL InitScriptEngine();
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BOOL LinkScriptEngine();
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BOOL InitPlayers();
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BOOL InitRecord();
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BOOL OpenScenario();
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BOOL InitDefs();
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BOOL InitMaterialTexture();
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BOOL GameOverCheck();
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BOOL PlaceInEarth(C4ID id);
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BOOL Compile(const char *szSource);
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BOOL Decompile(StdStrBuf &rBuf, bool fSaveSection, bool fSaveExact);
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public:
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void CompileFunc(StdCompiler *pComp, CompileSettings comp);
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BOOL SaveData(C4Group &hGroup, bool fSaveSection, bool fInitial, bool fSaveExact);
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protected:
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BOOL CompileRuntimeData(C4ComponentHost &rGameData);
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BOOL StoreParticipantPlayers();
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BOOL RecreatePlayerFiles();
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// Object function internals
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C4Object *NewObject( C4Def *ndef, C4Object *pCreator,
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int32_t owner, C4ObjectInfo *info,
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int32_t tx, int32_t ty, int32_t tr,
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FIXED xdir, FIXED ydir, FIXED rdir,
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int32_t con, int32_t iController);
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void ClearObjectPtrs(C4Object *tptr);
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void ObjectRemovalCheck();
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bool ToggleDebugMode(); // dbg modeon/off if allowed
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bool ActivateMenu(const char *szCommand); // exec given menu command for first local player
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public:
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bool ToggleChart(); // chart dlg on/off
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void SetMusicLevel(int32_t iToLvl); // change game music volume; multiplied by config volume for real volume
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};
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const int32_t C4RULE_StructuresNeedEnergy = 1,
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C4RULE_ConstructionNeedsMaterial = 2,
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C4RULE_FlagRemoveable = 4,
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C4RULE_StructuresSnowIn = 8;
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extern C4Game Game;
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// a global wrapper
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inline StdStrBuf GetKeyboardInputName(const char *szKeyName, bool fShort = false, int32_t iIndex = 0)
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{
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return Game.KeyboardInput.GetKeyCodeNameByKeyName(szKeyName, fShort, iIndex);
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}
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#endif // C4ENGINE
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#endif
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