blob: 72a193957b258ba5da82f99e498821ed76f99427 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
|
/*
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 "filesystem/inifile.h"
#include "core/player.h"
namespace core
{
/// abstract base class for a game module
class Module
{
public:
Module(const char *name, bool interactive = true);
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;
}
/// label of the module
inline std::string const & label() const {
return module_label;
}
/// return the name of the module
inline std::string const & name() const {
return module_name;
}
/// indicates if this is an interactive module or not
inline bool interactive() const {
return module_interactive;
}
/*----- mutators -------------------------------------------------- */
/// run one game frame
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;
/// is called when player data needs to be saved
virtual void player_save(Player *player);
/// is called when player data needs to be loaded
virtual void player_load(Player *player);
/// set the module label
void set_label(const std::string &label);
static inline Module *instance() {
return module_instance;
}
/// singleplayer load game function
virtual void game_load(core::Player *player, filesystem::IniFile & inifile);
/// singleplayer save game function
virtual void game_save(core::Player *player, std::ostream & os);
protected:
/// abort a running module
void abort();
private:
bool module_interactive;
bool module_running;
std::string module_label;
std::string module_name;
static Module* module_instance;
};
}
#endif // __INCLUDED_CORE_MODULE_H__
|