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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    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