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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 StarServer_h
#define StarServer_h
#include "Types.h"
#include "Game.h"
#include "Bitmap.h"
#include "KeyMap.h"
// +--------------------------------------------------------------------+
class Campaign;
class Ship;
class Sim;
class FadeView;
class CameraDirector;
class MultiController;
class MouseController;
class DataLoader;
class NetServer;
class NetLobbyServer;
// +--------------------------------------------------------------------+
class StarServer : public Game
{
public:
StarServer();
virtual ~StarServer();
virtual bool Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow);
virtual bool InitGame();
virtual void GameState();
virtual bool OnPaint();
enum MODE { MENU_MODE, // main menu
LOAD_MODE, // loading mission into simulator
PLAY_MODE // active simulation
};
int GetGameMode() { return game_mode; }
void SetGameMode(int mode);
void SetNextMission(const char* script);
void CreateWorld();
void Shutdown(bool restart=false);
static StarServer* GetInstance() { return instance; }
protected:
virtual bool GameLoop();
virtual void UpdateWorld();
virtual void InstantiateMission();
static StarServer* instance;
NetServer* admin_server;
NetLobbyServer* lobby_server;
DataLoader* loader;
int game_mode;
DWORD time_mark;
DWORD minutes;
};
#endif // StarServer_h
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