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