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/*
   core/module.h
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#ifndef __INCLUDED_CORE_MODULE_H__
#define __INCLUDED_CORE_MODULE_H__

#include <string>
#include "core/player.h"

namespace core
{

// a loadable game module
class Module
{
public:
	Module(const char *name);
	virtual ~Module();

/*----- inspectors ------------------------------------------------ */
	/// return true if the game module can run a timeframe
	inline bool running() const { return module_running; }

	/// return true if the game module can not run a timeframe
	inline bool error() const { return !module_running; }

	/// return the name of the module
	inline std::string const & name() const { return module_name; }

	/// label of the module
	inline std::string const & label() const { return module_label; }

	/// indicates if this is an interactive module or not
	inline bool interactive() const { return module_interactive; }

/*----- mutators -------------------------------------------------- */

	/// initialize the game module
	virtual void init() = 0;

	/// shutdown the game module
	virtual void shutdown() = 0;

	/// run one timeframe
	virtual void frame(float seconds) = 0;

	/// is called when a player connects
	virtual void player_connect(Player *player) = 0;

	/// is called when a player disconnects
	virtual void player_disconnect(Player *player) = 0;

/*----- static ---------------------------------------------------- */

	typedef std::map<std::string, Module *> Registry;

	/// find a registered game module
	static Module *find(const char *name);
	
	/// find a registered game module
	static Module *find(std::string const &name);

	/// register a game module
	static Module *add(const char *name, Module *module);

	/// load a registered game module
	static Module *load(const char *name);

	/// unload all modules
	static void clear();

	/// currently loaded module
	static inline Module *current() { return module_preload; }

	/// module registry
	static inline Registry & registry() { return module_registry; }

protected:
	/// set the disconnected state
	void abort();

	bool			module_running;
	bool			module_interactive;

private:
	std::string		module_name;
	std::string		module_label;

	static Module 		*module_preload;

	static Registry		module_registry;	
};

}

#endif // __INCLUDED_CORE_MODULE_H__