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/*
   base/game.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_BASE_H__
#define __INCLUDED_BASE_H__

#include <vector>
#include <string>

#include "base/ship.h"
#include "base/shipmodel.h"
#include "base/star.h"
#include "core/core.h"
#include "filesystem/inifile.h"
#include "sys/sys.h"

/// the base game module
/** the base game module contains the game-specific code for Project::OSiRiON
 */
namespace game
{

// entity type constants
const unsigned int ship_enttype = 256;
const unsigned int star_enttype = 257;
const unsigned int planet_enttype = 258;
const unsigned int navpoint_enttype = 259;
const unsigned int jumppoint_enttype = 260;
const unsigned int jumpgate_enttype = 261;
const unsigned int station_enttype = 262;

/// the base Project::OSiRiON game model
class Game : public core::Module {
public:
	Game();
	virtual ~Game();

	/// run one time frame
	void frame(float seconds);

	/// is called when a player connects
	void player_connect(core::Player *player);

	/// is called when a player disconnects
	void player_disconnect(core::Player *player);

	/* --- game variables -------------------------------------- */

	/// game variable: speed of the impulse drive
	static core::Cvar *g_impulsespeed;

	/// game variable: acceleration of the impulse drive
	static core::Cvar *g_impulseacceleration;

	/// game variable: jumppoint range
	static core::Cvar *g_jumppointrange;

	/// game variable: enable or disable development mode
	static core::Cvar *g_devel;

private:

	bool load_world();

	bool load_zone(core::Zone *zone);

	bool validate_zone(core::Zone *zone);

	bool load_menus(core::Entity *entity, const std::string &menufilename);

	bool load_ships();

	static core::Zone		*default_zone;
	static ShipModel		*default_shipmodel;

	/* ---- engine functions ----------------------------------- */

	static void func_list_ship(std::string const &args);
	static void func_join(core::Player *player, std::string const &args);
	static void func_spectate(core::Player *player, std::string const &args);
	static void func_hail(core::Player *player, std::string const &args);
	static void func_jump(core::Player *player, std::string const &args);
	static void func_impulse(core::Player *player, std::string const &args);
	static void func_dock(core::Player *player,core::Entity *entity);
	static void func_launch(core::Player *player, std::string const &args);
	static void func_goto(core::Player *player, const std::string &args);
};

/// factory function
core::Module *factory();

}

#endif // __INCLUDED_BASE_H__