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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 Game_h
#define Game_h
#include "Types.h"
// +--------------------------------------------------------------------+
class Game
{
public:
static const char* TYPENAME() { return "Game"; }
enum STATUS { OK, RUN, EXIT, INIT_FAILED, TOO_MANY };
enum MODE {
MENU_MODE,
CLOD_MODE,
CMPN_MODE,
PREP_MODE,
PLAN_MODE,
LOAD_MODE,
PLAY_MODE,
EXIT_MODE,
};
Game();
virtual ~Game();
//
// MAIN GAME FUNCTIONALITY:
//
virtual bool Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow);
virtual int Run();
virtual void Exit();
virtual int GetGameMode() const { return game_mode; }
virtual void SetGameMode(int mode) { game_mode = mode; }
virtual void Activate(bool f);
virtual void Pause(bool f);
int Status() const { return status; }
//
// GENERAL GAME CLASS UTILITY METHODS:
//
static Game* GetInstance();
DWORD Frame();
bool Active() const { return active; }
bool Paused() const { return paused; }
virtual bool Server() const { return false; }
virtual void PumpEvents();
virtual void GameLoop();
virtual void UpdateWorld();
virtual void GameState();
virtual void UpdateScreen();
virtual bool InitGame();
protected:
int status;
int exit_code;
int game_mode;
bool active;
bool paused;
DWORD frame_number;
private:
static Game* instance;
};
// +--------------------------------------------------------------------+
#endif // Game_h
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