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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__
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