/* Copyright (C) 1998 Pyrosoft Inc. (www.pyrosoftgames.com), Matthew Bogue This program is free software; you can redistribute it 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. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _GAMEMANAGER_HPP #define _GAMEMANAGER_HPP #include #include #include #include "PlayerState.hpp" #include "NetPacket.hpp" #include "ClientConnectDaemon.hpp" #include "ServerConnectDaemon.hpp" #include "GameControlRulesDaemon.hpp" #include "Types/iXY.hpp" enum { _mapload_result_success, _mapload_result_no_map_file, _mapload_result_no_wad_file }; class ConnectMesgServerGameSettings; class GameManager { private: static std::string map_path; protected: static time_t game_start_time; static time_t game_elapsed_time_offset; static bool display_frame_rate_flag; static bool display_network_info_flag; protected: static void finishGameMapLoad(); // ** Network Message Handlers static void netMessageSetView(const NetMessage* message); static void netMessageViewControl(const NetMessage* message); static void netMessageClientGameSetup(const NetMessage* message); static void netMessagePingRequest(const NetMessage* message); static void netMessagePingAcknowledge(const NetMessage* message); static void netMessageConnectAlert(const NetMessage* message); static void netMessageResetGameLogic(const NetMessage* message); public: static void dedicatedLoadGameMap(const char *map_file_path ); static void startGameMapLoad(const char *map_file_path, unsigned long partitions); static bool gameMapLoad( int *percent_complete ); // ** Game Rules Methods static void spawnPlayer( const PlayerID &player ); static void spawnPlayer( PlayerState *player_state ); static void respawnAllPlayers(); static void initializeGameLogic(); static void reinitializeGameLogic(); static bool resetGameLogic(); static void shutdownGameLogic(); static void shutdownParticleSystems(); static bool startClientGameSetup(const NetMessage* message, int *result_code); static bool clientGameSetup( int *percent_complete ); static ConnectMesgServerGameSettings* getServerGameSetup(); public: static void exitNetPanzer(); static void quitNetPanzerGame(); static void setNetPanzerGameOptions(); static void requestNetworkPing(); static void processSystemMessage(const NetMessage* message); static void setVideoMode(); static void loadPalette(const std::string& palette_path ); static void drawTextCenteredOnScreen(const char *string, unsigned char color); static void startGameTimer(); static time_t getGameTime(); }; #endif