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/* 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 "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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