Danbias/GameLogic/Session.h

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2013-10-23 00:09:17 +02:00
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef GAME_SESSION_H
#define GAME_SESSION_H
#include <set>
#include <map>
#include "OysterGame.h"
#include "OysterMath.h"
#include "Object.h"
#include "EffectCarrier.h"
#include "Player.h"
#include "Network.h"
namespace GameLogic
{
class Session
{
friend class Player;
public:
enum InitResult { Success, Failure };
enum State { MissingMap, Loading, Running, Updated, Idle, Over };
Session( );
~Session( );
InitResult load( const ::std::string &mapFile );
unsigned char getNumMaxPlayers( ) const;
Player & accessPlayer( unsigned int id );
void putInWorld( unsigned char playerID );
void putInLimbo( unsigned char playerID );
void addEffect( const EffectCarrier &effect );
void writeToKeyFrame( KeyFrame &buffer );
void writeToRenderResourceData( ::Protocol::RenderData &data );
const State & update( const ::Oyster::Math::Float &deltaTime );
void addEvent(Event::GameEvent *gameEvent);
void fetchEvents(std::vector<Event::GameEvent*> &list);
void fetchEffectData(std::vector<Network::EffectData> &effData);
//No need for mutex etc, this should only be called before start
void setNrPlayers(int pc){nrPlayers=pc;}
void setKillsRequired(int kr){killsRequired=kr;}
int CheckWinConditions();
private:
//Different from max nr, it's the actual count
int nrPlayers;
int killsRequired;
::Oyster::Game::CollisionHandler<Object> world;
::std::set<EffectCarrier*> effect;
::std::map<unsigned int, Object*> objectIDLib;
State state;
Player player[8];
::Oyster::Math::Float elapsedUpdatePeriod;
::std::vector<::Oyster::Math::Float4x4> spawnPoint;
::std::vector<Object> staticObjects;
::std::string name, description, spawnPointOBJFile;
std::vector<Event::GameEvent*> eventList;
};
}
#endif