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/**
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* Copyright (C) 2014-2015 Justin James.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
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* SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION
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* OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* Written by Justin James <justin.aj@hotmail.com>
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*/
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#if !defined _RENX_GAMECOMMAND_H_HEADER
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#define _RENX_GAMECOMMAND_H_HEADER
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/**
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* @file RenX_GameCommand.h
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* @brief Provides the basis of the in-game Renegade-X chat command system.
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*/
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#include "Jupiter/Command.h"
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#include "RenX.h"
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#include "RenX_Core.h" // getCore().
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namespace RenX
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{
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/** Forward delcarations */
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class Server;
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struct PlayerInfo;
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class GameCommand;
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/** Master command list */
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RENX_API extern Jupiter::ArrayList<GameCommand> *GameMasterCommandList;
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/**
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* @brief Provides an extendable interface from which in-game commands can be created.
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*/
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class RENX_API GameCommand : public Jupiter::Command
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{
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public:
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/**
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* @brief Fetches a command's minimum access level.
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*
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* @return Minimum access level.
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*/
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int getAccessLevel();
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/**
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* @brief Sets a command's minimum access level.
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*
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* @param accessLevel Access level.
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*/
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void setAccessLevel(int accessLevel);
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/**
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* @brief Called when a player with the proper access privledges executes this command.
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*
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* @param source Renegade-X server where the player is located.
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* @param player Player who executed the command.
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* @param parameters Parameters following the command.
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*/
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virtual void trigger(RenX::Server *source, RenX::PlayerInfo *player, const Jupiter::ReadableString ¶meters) = 0;
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/**
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* @brief Called when the command is intially created. Define triggers and access levels here.
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*/
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virtual void create() = 0;
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/**
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* @brief Used internally to provide per-server configurable commands.
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* Note: This is automatically generated by the GAME_COMMAND_INIT macro.
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*/
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virtual GameCommand *copy() = 0;
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/**
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* @brief Copy constructor for a Game Command.
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* Note: This is automatically generated by the GENERIC_GAME_COMMAND macro.
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*/
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GameCommand(const GameCommand &command);
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/**
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* @brief Default constructor for a Game Command.
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* Note: This is automatically generated by the BASE_GAME_COMMAND macro.
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*/
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GameCommand();
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/**
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* @brief Destructor for a Game Command.
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* Note: This is not automatically generated by any macro, and is available for use.
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*/
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virtual ~GameCommand();
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private:
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int access = 0; /** Minimum access level */
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};
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}
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/** Game Command Macros */
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/** Defines the core of a game command's declaration. This should be included in every game command. */
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#define BASE_GAME_COMMAND(CLASS) \
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public: \
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void trigger(RenX::Server *source, RenX::PlayerInfo *player, const Jupiter::ReadableString ¶meters); \
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const Jupiter::ReadableString &getHelp(const Jupiter::ReadableString ¶meters); \
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CLASS *copy(); \
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void create(); \
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CLASS() { this->create(); RenX::getCore()->addCommand(this); }
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/** Expands to become the entire declaration for a game command. In most cases, this will be sufficient. */
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#define GENERIC_GAME_COMMAND(CLASS) \
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class CLASS : public RenX::GameCommand { \
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BASE_GAME_COMMAND(CLASS) \
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CLASS(CLASS &c) : RenX::GameCommand(c) { this->create(); } };
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/** Instantiates a game command, and also defines neccessary core functions for compatibility. */
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#define GAME_COMMAND_INIT(CLASS) \
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CLASS CLASS ## _instance; \
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CLASS *CLASS::copy() { return new CLASS(*this); }
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#endif // _RENX_GAMECOMMAND_H_HEADER
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