///////////////////////////////////////////////////////////////////// // Created by [Erik Persson] [2013] ///////////////////////////////////////////////////////////////////// #ifndef GAME_H #define GAME_H //Includes windows so we need to undef minmax #define NOMINMAX #include #include "GameAPI.h" #include "Player.h" #include "Level.h" #include #include #include #include namespace GameLogic { class Game :public GameAPI { public: class PlayerData :public IPlayerData { public: PlayerData(); PlayerData(int playerID,int teamID); ~PlayerData(); void Move(const PLAYER_MOVEMENT &movement) override; void UseWeapon(const WEAPON_FIRE &usage) override; int GetTeamID() const override; PLAYER_STATE GetState() const override; Oyster::Math::Float3 GetPosition() override; Oyster::Math::Quaternion GetRotation() override; Oyster::Math::Float3 GetScale() override; Oyster::Math::Float4x4 GetOrientation() override; int GetID() const override; void SetLookDir(const Oyster::Math3D::Float3& lookDir) override; void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override; ObjectSpecialType GetObjectType() const override; void Inactivate() override; void Release() override; Player* GetPlayer(); Player *player; }; class LevelData :public ILevelData { public: LevelData(); ~LevelData(); Oyster::Math::Float3 GetPosition() override; Oyster::Math::Quaternion GetRotation() override; Oyster::Math::Float3 GetScale() override; Oyster::Math::Float4x4 GetOrientation() override; int GetID() const override; ObjectSpecialType GetObjectType() const override; int getNrOfDynamicObj()const override; IObjectData* GetObjectAt(int ID) const override; void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray& mem) const override; void Update(float deltaTime); void AddPlayerToGame(IPlayerData *player); Level *level; }; public: Game(); ~Game(); void GetAllPlayerPositions() const override; PlayerData* CreatePlayer() override; LevelData* CreateLevel(const wchar_t mapName[255] ) override; void CreateTeam() override; bool NewFrame() override; void SetFPS( int FPS ) override; void SetFrameTimeLength( float seconds ) override; void SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer) override; void SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer) override; void SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer) override; void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override; void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override; void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override; void SetActionSubscription(GameEvent::AnimationEventFunction functionPointer) override; void SetPickupSubscription(GameEvent::PickupEventFunction functionPointer) override; bool Initiate() override; float GetFrameTime() const; static void PhysicsOnMove(const Oyster::Physics::ICustomBody *object); static void PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer proto); static void PhysicsOnDead(const Oyster::Physics::ICustomBody *object); Utility::DynamicMemory::DynamicArray players; LevelData* level; float frameTime; bool initiated; GameEvent::ObjectMovedFunction onMoveFnc; GameEvent::ObjectDisabledFunction onDisableFnc; GameEvent::ObjectEnabledFunction onEnableFnc; GameEvent::ObjectHpFunction onDamageTakenFnc; GameEvent::ObjectRespawnedFunction onRespawnFnc; GameEvent::ObjectDeadFunction onDeadFnc; GameEvent::AnimationEventFunction onPlayerActionEventFnc; GameEvent::PickupEventFunction onPickupEventFnc; }; } #endif