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author | Aki <please@ignore.pl> | 2024-03-26 01:45:33 +0100 |
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committer | Aki <please@ignore.pl> | 2024-03-26 01:49:16 +0100 |
commit | ea4c0557d0b7c2317e03d3d3aaefd6063c99f091 (patch) | |
tree | dad4634faf3c17f3642d736f62350df88c117a59 /StarsEx/Sim.h | |
parent | 38332f77dc1e7bb03776631101eff6e8ad8bcaef (diff) | |
download | starshatter-ea4c0557d0b7c2317e03d3d3aaefd6063c99f091.zip starshatter-ea4c0557d0b7c2317e03d3d3aaefd6063c99f091.tar.gz starshatter-ea4c0557d0b7c2317e03d3d3aaefd6063c99f091.tar.bz2 |
DWORD replaced with std::uint32_t in non-Win32-related parts
With the exception of some netcode. This brings some important questions
and solidifies me in pursuing better abstract over definitions. It might
also be a good idea to have distinct aliases or compound types for time
and (net) identifiers.
Diffstat (limited to 'StarsEx/Sim.h')
-rw-r--r-- | StarsEx/Sim.h | 34 |
1 files changed, 16 insertions, 18 deletions
diff --git a/StarsEx/Sim.h b/StarsEx/Sim.h index 912a420..6e5a0d4 100644 --- a/StarsEx/Sim.h +++ b/StarsEx/Sim.h @@ -11,16 +11,17 @@ Simulation Universe and Region classes */ -#ifndef Sim_h -#define Sim_h +#pragma once + +#include <cstdint> + +#include <List.h> +#include <Text.h> -#include "Types.h" -#include "Universe.h" -#include "Scene.h" -#include "Physical.h" #include "Geometry.h" -#include "List.h" -#include "Text.h" +#include "Physical.h" +#include "Scene.h" +#include "Universe.h" // +--------------------------------------------------------------------+ @@ -109,8 +110,8 @@ public: void DestroyShip(Ship* ship); void NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck); - virtual Ship* FindShipByObjID(DWORD objid); - virtual Shot* FindShotByObjID(DWORD objid); + virtual Ship* FindShipByObjID(std::uint32_t objid); + virtual Shot* FindShotByObjID(std::uint32_t objid); Mission* GetMission() { return mission; } List<MissionEvent>& GetEvents() { return events; } @@ -166,7 +167,7 @@ public: void ExecEvents(double seconds); void ProcessEventTrigger(int type, int event_id=0, const char* ship=0, int param=0); double MissionClock() const; - DWORD StartTime() const { return start_time; } + std::uint32_t StartTime() const { return start_time; } // Create a list of mission elements based on the current // state of the simulation. Used for multiplayer join in progress. @@ -206,7 +207,7 @@ protected: Mission* mission; NetGame* netgame; - DWORD start_time; + std::uint32_t start_time; }; // +--------------------------------------------------------------------+ @@ -243,8 +244,8 @@ public: bool IsOrbital() const { return type == REAL_SPACE; } bool CanTimeSkip()const; - virtual Ship* FindShipByObjID(DWORD objid); - virtual Shot* FindShotByObjID(DWORD objid); + virtual Ship* FindShipByObjID(std::uint32_t objid); + virtual Shot* FindShotByObjID(std::uint32_t objid); virtual void InsertObject(Ship* ship); virtual void InsertObject(Shot* shot); @@ -321,9 +322,6 @@ protected: List<Contact> track_database[5]; List<SimRegion> links; - DWORD sim_time; + std::uint32_t sim_time; int ai_index; }; - -#endif // Sim_h - |