224 lines
4.8 KiB
C++
224 lines
4.8 KiB
C++
#include "Game.h"
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using namespace GameLogic;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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template<typename T> int InsertObject(DynamicArray<T*>& list, T* obj)
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{
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for (unsigned int i = 0; i < list.Size(); i++)
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{
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if(!list[i])
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{
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list[i] = obj;
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return i;
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}
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}
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list.Push(obj);
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return list.Size() - 1;
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}
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template<typename T> int RemoveObject(DynamicArray<T*>& list, T* obj)
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{
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for (unsigned int i = 0; i < list.Size(); i++)
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{
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if(!list[i])
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{
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list[i] = obj;
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return i;
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}
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}
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list.Push(obj);
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return list.Size() - 1;
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}
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Game gameInstance;
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GameAPI& GameAPI::Instance()
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{
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return gameInstance;
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}
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Game::Game(void)
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: initiated(false)
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, onMoveFnc(0)
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, onDisableFnc(0)
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, onDamageTakenFnc(0)
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, onRespawnFnc(0)
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, onDeadFnc(0)
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, frameTime(1.0f/120.0f)
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{}
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Game::~Game(void)
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{
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for (unsigned int i = 0; i < gameInstance.players.Size(); i++)
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{
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delete gameInstance.players[i];
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}
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gameInstance.players.Clear();
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delete this->level;
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this->level = 0;
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initiated = false;
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}
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void Game::GetAllPlayerPositions() const
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{
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}
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Game::PlayerData* Game::CreatePlayer()
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{
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//Se if there is a free player somewhere in our list
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for (unsigned int i = 0; i < this->players.Size(); i++)
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{
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if(this->players[i] && this->players[i]->player->IsReleased())
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{
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//We give the body to someone else
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this->players[i]->player->Activate();
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return this->players[i];
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}
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}
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// Find a free space in array or insert at end
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int insert = InsertObject(this->players, (PlayerData*)0);
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int freeID = 0;
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bool found = false;
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for(int i = 0; i < 100; i++)
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{
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found = true;
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freeID = i;
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for(int j = 0; j < (int)players.Size(); j++)
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{
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if(this->players[j] && this->players[j]->GetID() == freeID)
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{
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found = false;
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}
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if(!found) break;
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}
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if(found) break;
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}
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this->players[insert] = new PlayerData(freeID, 0); // user constructor with objectID and teamID
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this->players[insert]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
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this->level->AddPlayerToGame(this->players[insert]);
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return this->players[insert];
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}
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Game::LevelData* Game::CreateLevel(const wchar_t mapName[255])
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{
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if(this->level) return this->level;
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this->level = new LevelData();
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this->level->level->InitiateLevel(mapName);
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return this->level;
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}
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void Game::CreateTeam()
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{
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}
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bool Game::NewFrame()
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{
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// HACK need dynamic delta time
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this->level->Update(this->frameTime);
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for (unsigned int i = 0; i < this->players.Size(); i++)
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{
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if(this->players[i] && this->players[i]->player) this->players[i]->player->BeginFrame();
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}
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API::Instance().UpdateWorld();
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for (unsigned int i = 0; i < this->players.Size(); i++)
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{
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if(this->players[i] && this->players[i]->player) this->players[i]->player->EndFrame();
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}
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return true;
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}
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void Game::SetFPS(int FPS)
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{
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this->frameTime = 1.0f / FPS;
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}
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void Game::SetFrameTimeLength( float seconds )
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{
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this->frameTime = seconds;
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}
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void Game::SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer)
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{
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this->onMoveFnc = functionPointer;
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}
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void Game::SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer)
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{
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this->onDisableFnc = functionPointer;
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}
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void Game::SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer)
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{
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this->onEnableFnc = functionPointer;
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}
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void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
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{
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this->onDamageTakenFnc = functionPointer;
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}
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void Game::SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer)
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{
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this->onRespawnFnc = functionPointer;
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}
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void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
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{
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this->onDeadFnc = functionPointer;
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}
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void Game::SetActionSubscription(GameEvent::AnimationEventFunction functionPointer)
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{
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this->onPlayerActionEventFnc = functionPointer;
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}
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void Game::SetPickupSubscription(GameEvent::PickupEventFunction functionPointer)
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{
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this->onPickupEventFnc = functionPointer;
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}
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void Game::SetCollisionSubscription(GameEvent::CollisionEventFunction functionPointer)
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{
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this->onCollisionEventFnc = functionPointer;
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}
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bool Game::Initiate()
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{
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API::Instance().Init();
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//API::Instance().SetSubscription(Game::PhysicsOnDestroy);
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//API::Instance().SetFrameTimeLength(this->frameTime);
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this->initiated = true;
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return true;
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}
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float Game::GetFrameTime() const
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{
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return this->frameTime;
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}
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/**********************************************/
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/*********** Private methods ******************/
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/***************************************************************************************************/
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void Game::PhysicsOnMove(const ICustomBody *object)
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{
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IObjectData* temp = (IObjectData*)object->GetCustomTag();
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if(gameInstance.onMoveFnc && temp) gameInstance.onMoveFnc(temp);
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}
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void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
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{
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if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
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}
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