MegaGlest/source/glest_game/game/commander.h

107 lines
3.9 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_COMMANDER_H_
#define _GLEST_GAME_COMMANDER_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
#include <vector>
#include "vec.h"
#include "selection.h"
#include "command_type.h"
#include "platform_util.h"
#include "base_thread.h"
#include "leak_dumper.h"
using std::vector;
namespace Glest{ namespace Game{
using Shared::Graphics::Vec2i;
using Shared::PlatformCommon::Chrono;
class World;
class Unit;
class Command;
class CommandType;
class NetworkCommand;
class Game;
class SwitchTeamVote;
// =====================================================
// class Commander
//
/// Gives commands to the units
// =====================================================
class Commander {
private:
typedef vector<std::pair<CommandResult,string> > CommandResultContainer;
private:
World *world;
Chrono perfTimer;
std::vector<std::pair<int,NetworkCommand> > replayCommandList;
bool pauseNetworkCommands;
public:
Commander();
virtual ~Commander();
bool getPauseNetworkCommands() const { return this->pauseNetworkCommands; }
void setPauseNetworkCommands(bool pause) { this->pauseNetworkCommands = pause; }
void signalNetworkUpdate(Game *game);
void init(World *world);
void updateNetwork(Game *game);
void addToReplayCommandList(NetworkCommand &command,int worldFrameCount);
bool getReplayCommandListForFrame(int worldFrameCount);
bool hasReplayCommandListForFrame() const;
int getReplayCommandListForFrameCount() const;
std::pair<CommandResult,string> tryGiveCommand(const Selection *selection, const CommandType *commandType,
const Vec2i &pos, const UnitType* unitType,
CardinalDir facing, bool tryQueue,Unit *targetUnit=NULL) const;
std::pair<CommandResult,string> tryGiveCommand(const Unit* unit, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType, CardinalDir facing, bool tryQueue = false,Unit *targetUnit=NULL,int unitGroupCommandId=-1) const;
std::pair<CommandResult,string> tryGiveCommand(const Selection *selection, CommandClass commandClass, const Vec2i &pos= Vec2i(0), const Unit *targetUnit= NULL, bool tryQueue = false) const;
std::pair<CommandResult,string> tryGiveCommand(const Selection *selection, const CommandType *commandType, const Vec2i &pos= Vec2i(0), const Unit *targetUnit= NULL, bool tryQueue = false) const;
std::pair<CommandResult,string> tryGiveCommand(const Selection *selection, const Vec2i &pos, const Unit *targetUnit= NULL, bool tryQueue = false, int unitCommandGroupId = -1) const;
CommandResult tryCancelCommand(const Selection *selection) const;
void trySetMeetingPoint(const Unit* unit, const Vec2i &pos) const;
void trySwitchTeam(const Faction* faction, int teamIndex) const;
void trySwitchTeamVote(const Faction* faction, SwitchTeamVote *vote) const;
void tryDisconnectNetworkPlayer(const Faction* faction, int playerIndex) const;
void tryPauseGame(bool joinNetworkGame, bool clearCaches) const;
void tryResumeGame(bool joinNetworkGame, bool clearCaches) const;
void tryNetworkPlayerDisconnected(int factionIndex) const;
Command* buildCommand(const NetworkCommand* networkCommand) const;
private:
std::pair<CommandResult,string> pushNetworkCommand(const NetworkCommand* networkCommand) const;
std::pair<CommandResult,string> computeResult(const CommandResultContainer &results) const;
void giveNetworkCommand(NetworkCommand* networkCommand) const;
bool canSubmitCommandType(const Unit *unit, const CommandType *commandType) const;
};
}} //end namespace
#endif