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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/faction.h"

#include "core/module.h"
#include "core/range.h"
#include "core/application.h"
#include "core/gameinterface.h"

#include "filesystem/inifile.h"

#include "sys/sys.h"

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

// entity module type constants
const unsigned int star_enttype = 100;
const unsigned int planet_enttype = 101;

const unsigned int platform_enttype = 200;
const unsigned int station_enttype = 201;

const unsigned int navpoint_enttype = 302;
const unsigned int jumppoint_enttype = 303;
const unsigned int jumpgate_enttype = 304;
const unsigned int race_enttype = 305;

const unsigned int patrol_enttype = 500;
const unsigned int ship_enttype = 501;

const unsigned int cargopod_enttype = 600;
const unsigned int spacemine_enttype = 601;

// ship engine delay times
const float jump_timer_delay = 5.0f;
const float jump_cooldown_delay = 2.0f;
const float impulse_timer_delay = 3.0f;

/// default player settings
class Default
{
public:
	static core::Zone *zone;
	static core::Entity *view;
	static ShipModel *shipmodel;
	static long credits;

	static void clear();
};

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

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

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

	/// is called when a player disconnects
	virtual void player_disconnect(core::Player *player);
	
	/// load a player data
	virtual void player_load(core::Player *player);
	
	/// save player data
	virtual void player_save(core::Player *player);
	
	/// 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);
	
	/* --- game variables -------------------------------------- */

	/// game variable: maximum ship speed
	static core::Cvar *g_impulsespeed;

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

	/// game variable: enable or disable development mode (cheat mode)
	static core::Cvar *g_devel;
	
	/// game variable: number of seconds it takes for 1 unit of cargo to deplete from station inventories
	static core::Cvar *g_deplete;
	
	/// game variable: percentage of cargo to drop on player death
	static core::Cvar *g_cargoloss;
	
	/// physics variable: default damping factor of space 
	static core::Cvar *g_damping;
	
private:

	bool load_world();

	bool load_zone(core::Zone *zone);

	bool validate_zone(core::Zone *zone);

	bool generate_entity_menus(core::Entity *entity);

	bool load_commodities();
	
	bool load_settings();

	/* ---- game functions ------------------------------------- */

	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_jump(core::Player *player, std::string const &args);
	static void func_impulse(core::Player *player, std::string const &args);
	static void func_launch(core::Player *player, std::string const &args);
	static void func_respawn(core::Player *player, std::string const &args);
	static void func_goto(core::Player *player, const std::string &args);
	static void func_explode(core::Player *player, const std::string &args);
	static void func_buy(core::Player *player, std::string const &args);
	static void func_sell(core::Player *player, const std::string &args);
	static void func_give(core::Player *player, const std::string &args);
	static void func_specs(core::Player *player, const std::string &args);
	static void func_eject(core::Player *player, const std::string &args);
	static void func_drop(core::Player *player, std::string const &args);
	static void func_mount(core::Player *player, const std::string &args);
	static void func_unmount(core::Player *player, const std::string &args);
	static void func_beam(core::Player *player, const std::string &args);
	
	
	static void func_wingmen(core::Player *player, const std::string &args);

	static void func_freeflight(core::Player *player, std::string const &args);
	
	/* ---- target functions ----------------------------------- */
	
	static void func_target_goto(core::Player *player, core::Entity *entity);
	static void func_target_dock(core::Player *player, core::Entity *entity);
	static void func_target_formation(core::Player *player, core::Entity *entity);
	
	static void func_target_hail(core::Player *player, core::Entity *entity);
	static void func_target_trade(core::Player *player, core::Entity *entity);
};

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

}

#endif // __INCLUDED_BASE_H__