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