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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 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; }
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;
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
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