blob: 62a8b0c92c3990fd03f0f58c10cb2a5139ef6eed (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars
FILE: StarServer.h
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
|