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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