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90 lines
2.6 KiB
90 lines
2.6 KiB
// |
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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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