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/**
* Copyright (C) 2014 Justin James.
*
* This license must be preserved.
* Any applications, libraries, or code which make any use of any
* component of this program must not be commercial, unless explicit
* permission is granted from the original author. The use of this
* program for non-profit purposes is permitted.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* In the event that this license restricts you from making desired use of this program, contact the original author.
* Written by Justin James <justin.aj@hotmail.com>
*/
#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<GameCommand> *GameMasterCommandList;
/**
* @brief Provides an extendable interface from which in-game commands can be created.
* TODO: Add access levels
*/
class RENX_API GameCommand : public Jupiter::Command
{
public:
/**
* @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 &parameters) = 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();
};
}
/** 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 &parameters); \
const Jupiter::ReadableString &getHelp(const Jupiter::ReadableString &parameters); \
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