-
Notifications
You must be signed in to change notification settings - Fork 0
/
GameState.h
105 lines (94 loc) · 3.54 KB
/
GameState.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
// GameState.h: interface for the CGameState class.
//
// Pandora Bot v2.0
// By Darrin W. Cullop ([email protected])
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GAMESTATE_H__CA903385_CF11_11D1_AF1C_0060080A5FD2__INCLUDED_)
#define AFX_GAMESTATE_H__CA903385_CF11_11D1_AF1C_0060080A5FD2__INCLUDED_
#include "Bot.h"
#include "Player.h"
#include "Entity.h"
//#include "EntityState.h"
#include "PandoraDefs.h"
#include <AfxMT.h>
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
class CGameState
{
// Attributes
private:
BYTE m_nClients;
WORD m_nBotNumber;
UINT m_nFrameNumber;
CBot m_botClient;
CEntity* m_pEdicts[MAX_EDICTS];
CStringArray m_arrConfigStrings;
BOOL m_bReady;
CCriticalSection m_csLock;
// Construction / Destruction
public:
CGameState();
virtual ~CGameState();
// Data Manipulation
public:
const BYTE GetClientCount() const { return m_nClients; };
const UINT& GetFrameNumber() const { return m_nFrameNumber; };
WORD& GetSetBotNumber() { return m_nBotNumber; };
BOOL IsReady() const { return m_bReady; };
void SetConfigString(const WORD&, const CString&);
const CString& GetConfigString( const WORD& ) const;
const CString& GetModelName( const BYTE& ) const;
const CString& GetSoundName( const BYTE& ) const;
const CString& GetImageName( const BYTE& ) const;
const CString& GetLightStyle( const BYTE& ) const;
const CString& GetItemName( const BYTE& ) const;
const CString& GetPlayerSkin( const BYTE& ) const;
void GetConfigString( const WORD&, CString& ) const;
void GetModelName( const BYTE&, CString& ) const;
void GetSoundName( const BYTE&, CString& ) const;
void GetImageName( const BYTE&, CString& ) const;
void GetLightStyle( const BYTE&, CString& ) const;
void GetItemName( const BYTE&, CString& ) const;
void GetPlayerSkin( const BYTE&, CString& ) const;
CEntity* GetEntity( const WORD );
CPlayer* GetPlayer( const WORD );
CBot* GetBot();
// Reverse Lookup Operations
public:
BOOL FindModelName( const CString&, BYTE& ) const;
BOOL FindSoundName( const CString&, BYTE& ) const;
BOOL FindImageName( const CString&, BYTE& ) const;
BOOL FindItemName( const CString&, BYTE& ) const;
// Operations
public:
void BeginLevel();
void Clear();
BOOL NewFrame( const UINT&, const UINT& );
void ParsePlayerInfo( const BYTE );
void Reset();
// Multithreaded Protection
public:
void Lock() { m_csLock.Lock(); };
void Unlock() { m_csLock.Unlock(); };
};
#endif // !defined(AFX_GAMESTATE_H__CA903385_CF11_11D1_AF1C_0060080A5FD2__INCLUDED_)