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/*
core/gameinterface.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#ifndef __INCLUDED_CORE_GAMEINTERFACE_H__
#define __INCLUDED_CORE_GAMEINTERFACE_H__
#include "core/player.h"
namespace core
{
/// abstract interface from the core to the game-specific code
class GameInterface
{
public:
/// create a new game
GameInterface();
/// destroy the game
virtual ~GameInterface();
/// type definition for the Players collection
typedef std::list<Player *> Players;
/*----- inspectors ---------------------------------------------- */
/// return the local player
inline Player *localplayer() { return &game_localplayer; }
/// return the server time of the last received server frame
inline float serverframetime() const { return game_serverframetime; }
/// return the server time of the previous received server frame
inline float previousframetime() const { return game_previousframetime; }
/// return the server time of the previous received server frame
inline float clientframetime() const { return game_clientframetime; }
/// client frame time between previousframetime and serverframetime, from 0 - 1
float timeoffset();
inline float timestep() const { return game_timestep; }
inline Players & players() { return game_players; }
/// show a list of connected players
void list_players();
/*----- virtual inspectors --------------------------------------- */
/// returns true if the game server can run a time frime
virtual bool running() const = 0;
/// returns true if the game is running an interactive module
virtual bool interactive() const = 0;
/// return the current game time
virtual float time() const = 0;
/*----- mutators ------------------------------------------------- */
/// clear all game variables, game functions and entities
void clear();
/// reset the client state
void reset_clientstate(float timestamp, float prevtimestamp);
/// update the client state timers
void update_clientstate(float seconds);
void update_entity_clientstate(Entity *entity);
/*----- virtual mutators ------------------------------------------ */
/// run one game time frame
/// @param seconds time since the previous frame, in seconds
virtual void frame(float seconds) = 0;
protected:
/// the local player
static Player game_localplayer;
/// all the players
Players game_players;
float game_serverframetime;
float game_previousframetime;
float game_timestep;
float game_clientframetime;
unsigned int game_serverframelength;
};
/// global local player instance
Player *localplayer();
/// global local control instance
EntityControlable *localcontrol();
}
#endif // __INCLUDED_CORE_GAMEINTERFACE_H__
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