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90 lines
2.6 KiB
90 lines
2.6 KiB
2 months ago
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#pragma once
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#ifndef IGAMEMANAGER_INCLUDED
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#define IGAMEMANAGER_INCLUDED
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#include "IEntityObject.h"
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#include "InterfaceIds.h"
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#include "../../Systems/IUpdateable.h"
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#include "../../RuntimeObjectSystem/ObjectInterface.h"
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#include "../../RuntimeCompiler/AUArray.h"
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enum EGameState
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{
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EGS_STARTUP,
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EGS_NEWGAME,
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EGS_PLAYING,
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EGS_IMMUNEWON,
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EGS_INFECTIONWON
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};
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enum EGameTeam
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{
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EGT_IMMUNE = 0,
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EGT_INFECTION,
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EGT_COUNT
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};
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enum EGameObject
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{
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EGO_WBC = 0, // White Blood Cell
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EGO_RBC, // Red Blood Cell
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EGO_VIRUS,
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EGO_INFECTED,
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EGO_COUNT
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};
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struct GlobalParameters;
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struct IGameObject;
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struct IGameEventListener
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{
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// All events have empty implementations so listeners
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// only have to handle events that they care about
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virtual void OnGameReset() {}
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virtual void OnStateChange( EGameState newState ) {}
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virtual void OnGameObjectCreated( IGameObject* pGameObject ) {}
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virtual void OnGameObjectAboutToDestroy( IGameObject* pGameObject ) {}
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};
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struct IGameManager : public TInterface<IID_IGAMEMANAGER,IEntityObject>, public IAUUpdateable
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{
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virtual void ResetGame() = 0;
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virtual void SpawnGameObject( EGameObject type ) = 0;
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virtual void SpawnGameObject( EGameObject type, const AUVec3f& spawnPosition ) = 0;
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virtual void DestroyGameObject( ObjectId id ) = 0;
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virtual void DestroyGameObject( const char* name ) = 0;
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virtual GlobalParameters* GetGlobalParameters() = 0;
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virtual EGameState GetGameState() const = 0;
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virtual void GetAll( EGameObject type, IAUDynArray<ObjectId> &objects ) const = 0;
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virtual void AddListener(IGameEventListener* pListener) = 0;
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virtual void RemoveListener(IGameEventListener* pListener) = 0;
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};
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#endif // IGAMEMANAGER_INCLUDED
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