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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/module.h"
#include "core/application.h"
#include "core/gameinterface.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;
const unsigned int cargopod_enttype = 263;
// planet docking distance
const float planet_safe_distance = 50.0f;
// ship engine delay times
const float jump_timer_delay = 5.0f;
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
void player_connect(core::Player *player);
/// is called when a player disconnects
void player_disconnect(core::Player *player);
/* --- game variables -------------------------------------- */
/// game variable: maximum speed of the impulse drive
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;
/// 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_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_beam(core::Player *player, const std::string &args);
/* ---- target functions ----------------------------------- */
static void func_target_dock(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__
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