102 lines
3.2 KiB
C++
102 lines
3.2 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Erik Persson] [2013]
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/////////////////////////////////////////////////////////////////////
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#ifndef GAME_H
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#define GAME_H
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//Includes windows so we need to undef minmax
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#define NOMINMAX
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#include <vld.h>
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#include "GameAPI.h"
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#include "Player.h"
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#include "Level.h"
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#include <DynamicArray.h>
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#include <GID.h>
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#include <PhysicsAPI.h>
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#include <WinTimer.h>
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namespace GameLogic
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{
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class Game :public GameAPI
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{
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public:
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class PlayerData :public IPlayerData
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{
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public:
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PlayerData();
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PlayerData(int playerID,int teamID);
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~PlayerData();
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void Move(const PLAYER_MOVEMENT &movement) override;
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void UseWeapon(const WEAPON_FIRE &usage) override;
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int GetTeamID() const override;
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PLAYER_STATE GetState() const override;
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Oyster::Math::Float3 GetPosition() override;
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Oyster::Math::Quaternion GetRotation() override;
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Oyster::Math::Float3 GetScale() override;
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Oyster::Math::Float4x4 GetOrientation() override;
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int GetID() const override;
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void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
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void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
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ObjectSpecialType GetObjectType() const override;
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void Inactivate() override;
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void Release() override;
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Player *player;
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};
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class LevelData :public ILevelData
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{
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public:
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LevelData();
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~LevelData();
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Oyster::Math::Float3 GetPosition() override;
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Oyster::Math::Quaternion GetRotation() override;
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Oyster::Math::Float3 GetScale() override;
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Oyster::Math::Float4x4 GetOrientation() override;
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int GetID() const override;
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ObjectSpecialType GetObjectType() const override;
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int getNrOfDynamicObj()const override;
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IObjectData* GetObjectAt(int ID) const override;
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void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const override;
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Level *level;
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};
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public:
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Game();
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~Game();
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void GetAllPlayerPositions() const override;
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PlayerData* CreatePlayer() override;
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LevelData* CreateLevel(const wchar_t mapName[255] ) override;
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void CreateTeam() override;
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bool NewFrame() override;
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void SetFPS( int FPS ) override;
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void SetFrameTimeLength( float seconds ) override;
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void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
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void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
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bool Initiate() override;
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float GetFrameTime() const;
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static void PhysicsOnMove(const Oyster::Physics::ICustomBody *object);
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static void PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> proto);
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Utility::DynamicMemory::DynamicArray<PlayerData*> players;
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LevelData* level;
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float frameTime;
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bool initiated;
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GameEvent::ObjectDisabledFunction onDisableFnc;
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GameEvent::ObjectMovedFunction onMoveFnc;
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};
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}
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#endif
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