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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: Stars.exe
FILE: Starshatter.h
AUTHOR: John DiCamillo
*/
#ifndef Starshatter_h
#define Starshatter_h
#include "Types.h"
#include "Game.h"
#include "Bitmap.h"
#include "KeyMap.h"
#include "Text.h"
// +--------------------------------------------------------------------+
class Campaign;
class MenuScreen;
class CmpnScreen;
class PlanScreen;
class LoadScreen;
class GameScreen;
class Ship;
class Sim;
class FadeView;
class CameraDirector;
class MultiController;
class MouseController;
class MusicDirector;
class DataLoader;
class Font;
class TrackIR;
class Mission;
class NetServer;
class NetLobby;
// +--------------------------------------------------------------------+
class Starshatter : public Game
{
public:
Starshatter();
virtual ~Starshatter();
virtual bool Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow);
virtual bool InitGame();
virtual bool ChangeVideo();
virtual void GameState();
virtual void Exit();
virtual bool OnHelp();
enum MODE { MENU_MODE, // main menu
CLOD_MODE, // loading campaign
CMPN_MODE, // operational command for dynamic campaign
PREP_MODE, // loading mission info for planning
PLAN_MODE, // mission briefing
LOAD_MODE, // loading mission into simulator
PLAY_MODE, // active simulation
EXIT_MODE // shutting down
};
enum LOBBY { NET_LOBBY_CLIENT,
NET_LOBBY_SERVER
};
int GetGameMode() { return game_mode; }
void SetGameMode(int mode);
void RequestChangeVideo();
void LoadVideoConfig(const char* filename);
void SaveVideoConfig(const char* filename);
void SetupSplash();
void SetupMenuScreen();
void SetupCmpnScreen();
void SetupPlanScreen();
void SetupLoadScreen();
void SetupGameScreen();
void OpenTacticalReference();
void CreateWorld();
int KeyDown(int action) const;
void PlayerCam(int mode);
void ViewSelection();
void MapKeys();
static void MapKeys(KeyMap* mapping, int nkeys);
static void MapKey(int act, int key, int alt=0);
void SetTestMode(int t) { test_mode = t; }
static Starshatter* GetInstance() { return instance; }
int GetScreenWidth();
int GetScreenHeight();
// graphic options:
int LensFlare() { return lens_flare; }
int Corona() { return corona; }
int Nebula() { return nebula; }
int Dust() { return dust; }
KeyMap& GetKeyMap() { return keycfg; }
int GetLoadProgress() { return load_progress; }
const char* GetLoadActivity() { return load_activity; }
void InvalidateTextureCache();
int GetChatMode() const { return chat_mode; }
void SetChatMode(int c);
const char* GetChatText() const { return chat_text.data(); }
void StopNetGame();
int GetLobbyMode();
void SetLobbyMode(int mode = NET_LOBBY_CLIENT);
void StartLobby();
void StopLobby();
void ExecCutscene(const char* msn_file, const char* path);
void BeginCutscene();
void EndCutscene();
bool InCutscene() const { return cutscene > 0; }
Mission* GetCutsceneMission() const;
const char* GetSubtitles() const;
void EndMission();
void StartOrResumeGame();
static bool UseFileSystem();
protected:
virtual void DoMenuScreenFrame();
virtual void DoCmpnScreenFrame();
virtual void DoPlanScreenFrame();
virtual void DoLoadScreenFrame();
virtual void DoGameScreenFrame();
virtual void DoMouseFrame();
virtual void DoChatMode();
virtual void DoGameKeys();
virtual bool GameLoop();
virtual void UpdateWorld();
virtual void InstantiateMission();
virtual bool ResizeVideo();
virtual void InitMouse();
static Starshatter* instance;
Window* gamewin;
MenuScreen* menuscreen;
LoadScreen* loadscreen;
PlanScreen* planscreen;
GameScreen* gamescreen;
CmpnScreen* cmpnscreen;
FadeView* splash;
int splash_index;
Bitmap splash_image;
MultiController* input;
MouseController* mouse_input;
TrackIR* head_tracker;
DataLoader* loader;
Ship* player_ship;
CameraDirector* cam_dir;
MusicDirector* music_dir;
Font* HUDfont;
Font* GUIfont;
Font* GUI_small_font;
Font* terminal;
Font* verdana;
Font* title_font;
Font* limerick18;
Font* limerick12;
Font* ocrb;
DWORD time_mark;
DWORD minutes;
double field_of_view;
double orig_fov;
static int keymap[256];
static int keyalt[256];
KeyMap keycfg;
bool tactical;
bool spinning;
int mouse_x;
int mouse_y;
int mouse_dx;
int mouse_dy;
int game_mode;
int test_mode;
int req_change_video;
int video_changed;
int lens_flare;
int corona;
int nebula;
int dust;
double exit_time;
int load_step;
int load_progress;
Text load_activity;
int catalog_index;
int cutscene;
int lobby_mode;
NetLobby* net_lobby;
int chat_mode;
Text chat_text;
};
#endif // Starshatter_h
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