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/*  Starshatter OpenSource Distribution
    Copyright (c) 1997-2004, Destroyer Studios LLC.
    All Rights Reserved.

    Redistribution and use in source and binary forms, with or without
    modification, are permitted provided that the following conditions are met:

    * Redistributions of source code must retain the above copyright notice,
      this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright notice,
      this list of conditions and the following disclaimer in the documentation
      and/or other materials provided with the distribution.
    * Neither the name "Destroyer Studios" nor the names of its contributors
      may be used to endorse or promote products derived from this software
      without specific prior written permission.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    POSSIBILITY OF SUCH DAMAGE.

    SUBSYSTEM:    nGenEx.lib
    FILE:         Game.h
    AUTHOR:       John DiCamillo

*/

#ifndef Game_h
#define Game_h

#include "Types.h"
#include "Screen.h"
#include "Video.h"

// +--------------------------------------------------------------------+

void              Print(const char* fmt, ...);

LRESULT CALLBACK  WndProc(HWND, UINT, WPARAM, LPARAM);

void              FlushKeys();
void              BufferKey(int vkey);
int               GetKey();
int               GetKeyPlus(int& key, int& shift);
void              ProcessKeyMessage();

extern "C" bool   ProfileGameLoop(void);

// +--------------------------------------------------------------------+

class ContentBundle;
class Locale;
class Universe;
class Sound;
class SoundCard;
class Video;
class VideoFactory;
class VideoSettings;
class AviFile;
class Text;

// +--------------------------------------------------------------------+

class Game
{
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; }

    virtual void      ScreenCapture(const char* name = 0);
    virtual void      AVICapture(const char* fname = 0);

    const RenderStats& GetPolyStats() { return stats;  }

    //
    // GENERAL GAME CLASS UTILITY METHODS:
    //

    static void       Panic(const char* msg=0);
    static bool       DisplayModeSupported(int w, int h, int bpp);
    static int        MaxTexSize();
    static int        MaxTexAspect();
    static int        GammaLevel();
    static void       SetGammaLevel(int g);
    static void       SetMaxTexSize(int n);

    static DWORD      RealTime();
    static DWORD      GameTime();
    static DWORD      TimeCompression();
    static void       SetTimeCompression(DWORD comp);
    static DWORD      Frame();
    static void       ResetGameTime();
    static void       SkipGameTime(double seconds);

    static double     FrameRate();
    static double     FrameTime();
    static double     GUITime();
    static void       SetMaxFrameLength(double seconds) { max_frame_length = seconds; }
    static void       SetMinFrameLength(double seconds) { min_frame_length = seconds; }
    static double     GetMaxFrameLength()               { return max_frame_length;    }
    static double     GetMinFrameLength()               { return min_frame_length;    }

    static Game*      GetInstance();
    static Video*     GetVideo();
    static Color      GetScreenColor();
    static void       SetScreenColor(Color c);
    static int        GetScreenWidth();
    static int        GetScreenHeight();

    static bool       Active()       { return active;     }
    static bool       Paused()       { return paused;     }
    static bool       Server()       { return server;     }
    static bool       ShowMouse()    { return show_mouse; }
    static bool       IsWindowed();

    static HINSTANCE  GetHINST();
    static HWND       GetHWND();

    static void       UseLocale(Locale* locale);
    static Text       GetText(const char* key);

    static const char* GetPanicMessage() { return panicbuf; }

    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      InitContent();
    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  bool      ProfileGameLoop(void);
    friend  LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM uParam, LPARAM lParam);

    ContentBundle*    content;
    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;

    AviFile*          avi_file;

    static bool       active;
    static bool       paused;
    static bool       server;
    static bool       show_mouse;
    static DWORD      base_game_time;
    static DWORD      real_time;
    static DWORD      game_time;
    static DWORD      time_comp;
    static DWORD      frame_number;

    static double     max_frame_length;
    static double     min_frame_length;

    static char       panicbuf[256];
};

// +--------------------------------------------------------------------+

#endif  // Game_h