1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
*/
#ifndef Game_h
#define Game_h
#include "ApplicationDX9.h"
#include "Types.h"
#include "Screen.h"
#include "Video.h"
// +--------------------------------------------------------------------+
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void FlushKeys();
void BufferKey(int vkey);
int GetKey();
int GetKeyPlus(int& key, int& shift);
void ProcessKeyMessage();
// +--------------------------------------------------------------------+
class Universe;
class Sound;
class SoundCard;
class Video;
class VideoFactory;
class VideoSettings;
class Text;
// +--------------------------------------------------------------------+
class Game : public ApplicationDX9
{
public:
static const char* TYPENAME() { return "Game"; }
enum STATUS { OK, RUN, EXIT, PANIC, INIT_FAILED, TOO_MANY };
Game();
virtual ~Game();
//
// MAIN GAME FUNCTIONALITY:
//
virtual bool Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow);
virtual int Run();
virtual void Exit();
virtual bool OnPaint() { return false; }
virtual bool OnHelp() { return false; }
virtual void Activate(bool f);
virtual void Pause(bool f);
int Status() const { return status; }
const RenderStats& GetPolyStats() { return stats; }
//
// GENERAL GAME CLASS UTILITY METHODS:
//
static Game* GetInstance();
static void Panic(const char* msg=0);
static const char* GetPanicMessage() { return panicbuf; }
bool DisplayModeSupported(int w, int h, int bpp);
int MaxTexSize();
int MaxTexAspect();
int GammaLevel();
void SetGammaLevel(int g);
void SetMaxTexSize(int n);
DWORD RealTime();
DWORD GameTime();
DWORD TimeCompression();
void SetTimeCompression(DWORD comp);
DWORD Frame();
void ResetGameTime();
void SkipGameTime(double seconds);
double FrameRate();
double FrameTime();
double GUITime();
void SetMaxFrameLength(double seconds) { max_frame_length = seconds; }
void SetMinFrameLength(double seconds) { min_frame_length = seconds; }
double GetMaxFrameLength() { return max_frame_length; }
double GetMinFrameLength() { return min_frame_length; }
Video* GetVideo();
Color GetScreenColor();
void SetScreenColor(Color c);
int GetScreenWidth();
int GetScreenHeight();
bool Active() { return active; }
bool Paused() { return paused; }
bool Server() { return server; }
bool ShowMouse() { return show_mouse; }
bool IsWindowed();
HINSTANCE GetHINST();
HWND GetHWND();
virtual bool GameLoop();
virtual void UpdateWorld();
virtual void GameState();
virtual void UpdateScreen();
virtual void CollectStats();
virtual bool InitApplication(HINSTANCE);
virtual bool InitInstance(HINSTANCE, int);
virtual bool InitGame();
virtual bool InitVideo();
virtual bool ResizeVideo();
virtual bool ResetVideo();
virtual bool ToggleFullscreen();
virtual bool AdjustWindowForChange();
virtual bool SetupPalette();
virtual bool LoadPalette(PALETTEENTRY* pal, BYTE* inv);
virtual void ShowStats();
protected:
friend LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM uParam, LPARAM lParam);
Universe* world;
VideoFactory* video_factory;
Video* video;
VideoSettings* video_settings;
SoundCard* soundcard;
Screen* screen;
int gamma;
int max_tex_size;
RenderStats stats;
DWORD totaltime;
PALETTEENTRY standard_palette[256];
BYTE inverse_palette[32768];
HINSTANCE hInst;
HWND hwnd;
HMENU hmenu;
DWORD winstyle;
char* app_name;
char* title_text;
char* palette_name;
// Internal variables for the state of the app
bool is_windowed;
bool is_active;
bool is_device_lost;
bool is_minimized;
bool is_maximized;
bool ignore_size_change;
bool is_device_initialized;
bool is_device_restored;
DWORD window_style; // Saved window style for mode switches
RECT bounds_rect; // Saved window bounds for mode switches
RECT client_rect; // Saved client area size for mode switches
double gui_seconds;
double seconds;
double frame_rate;
int frame_count;
int frame_count0;
int frame_time;
int frame_time0;
int status;
int exit_code;
Color screen_color;
bool active;
bool paused;
bool server;
bool show_mouse;
DWORD base_game_time;
DWORD real_time;
DWORD game_time;
DWORD time_comp;
DWORD frame_number;
double max_frame_length;
double min_frame_length;
static char panicbuf[256];
};
// +--------------------------------------------------------------------+
#endif // Game_h
|