khanat-code-old/code/ryzom/common/src/game_share/scenario.h
2010-05-06 02:08:41 +02:00

377 lines
9.8 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// 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. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef R2_SCENARIO_H
#define R2_SCENARIO_H
#include "nel/misc/types_nl.h"
#include "nel/misc/md5.h"
#include "nel/misc/sheet_id.h"
#include "nel/misc/sheet_id.h"
#include "nel/misc/entity_id.h"
#include "nel/misc/smart_ptr.h"
#include <list>
#include <string>
#include <map>
#include <vector>
#include <memory>
#include "game_share/r2_types.h"
#include "r2_share_itf.h"
//#include "game_share/far_position.h"
namespace R2
{
class CObject;
class CInstanceMap;
class CInstanceMap;
class CIdMaker;
/*! Access Time optimised container Object Tree.
* Transforms an object tree into a map for time access optimization to the different nodes.
* The key used to find an element is set in the ctor
*/
class CInstanceMap
{
public:
/// Set the id Name (b.e. if "InstanceId" is used then look at the "InstanceId" attribute to Identify a node)
CInstanceMap(const std::string& idName):_IdName(idName){}
/// Sets the initial tree (clear the container and add)
void set(CObject* root);
/// Add a new tree (register all its node)
void add(CObject* root);
/// Remove a tree (unregister all its node)
void remove(CObject* root);
/// Find a element by its id
CObject* find (const std::string& instanceId);
//:XXX: Global functionality and specific must be in two different class
/// Returns the maximum of id used by a character .
sint32 getMaxId(const std::string& eid);
void setMaxId(const std::string &eid, sint32 maxId);
private:
/// Id to Object
std::map<std::string, CObject*> _Map;
//:XXX: Must not be here
/// UserId -> maximum id used
std::map<std::string, sint32> _MapEids;
// The Name of the attribute used to identify a node.
const std::string _IdName;
};
/*! Hold a scenario
* Contain a scenario
* - Edition data / Animation data
* - Palette used to create elements
* - InstanceMap to give quick access to tree Node
* - List of Current characters connect to this scenario
*/
//:XXX: _CurrentUsers will still be useful after session manager?
class CScenario : public NLMISC::CRefCount
{
public:
/*! ctor
* /param property the CObject node of the edition data.
*/
explicit CScenario(CObject* property, TScenarioSessionType sessionType = st_edit);
///dtor
virtual ~CScenario();
/*! Reset the Edition data.
* /param /highLevle the edition data
*/
void setHighLevel(CObject* highLevel);
/*! Reset the Animation data.
* /param /highLevle the edition data
*/
void setRtData(CObject* rtScenario);
/*!
Add, set, erase, move node of a scenario
/see CObject definition
*/
///@{
bool setNode( const std::string& instanceId, const std::string& attrName, CObject* value);
bool insertNode(const std::string& instanceId, const std::string & attrName, sint32 position,
const std::string& key, CObject* value);
bool eraseNode(const std::string& instanceId, const std::string & attrName, sint32 position);
bool moveNode( const std::string& instanceId1, const std::string& attrName1, int position1,
const std::string& instanceId2, const std::string& attrName2, int position2);
///@}
/// Find a node from the scenario tree by its InstanceId.
CObject *find(const std::string& instanceId, const std::string& attrName = "", sint32 position = -1, const std::string &key ="");
/// Get the Edition Data tree
CObject* getHighLevel() const;
/// Get the Animation Data tree
CObject* getRtData() const;
/*! return the maxId used by a specific user
* /param eid the id of the pioneer
* /return The max InstanceId used by this user
*/
sint32 getMaxId(const std::string& eid);
void setMaxId(const std::string& eid, sint32 range);
uint32 getMode() const { return _Mode; }
void setMode(uint32 mode) { _Mode = mode; }
bool isEditing() const;
bool isRunning() const;
bool isWaiting() const;
void setSessionType(const TScenarioSessionType& sessionType ) { _SessionType = sessionType; }
void registerUserComponent(const NLMISC::CHashKeyMD5& md5) { _CUserComponent.insert(md5); }
void unregisterUserComponent(const NLMISC::CHashKeyMD5& md5) { _CUserComponent.erase(md5); }
uint32 getInitialActIndex() const { return _InitialActIndex;}
void setInitialActIndex(uint32 initialActIndex) { _InitialActIndex = initialActIndex; }
void serial( NLMISC::IStream &f);
void setClean(bool clean){ _Clean = clean; }
bool getClean() const { return _Clean; }
private:
//time stamp?
/// Palette used
// :XXX: useful?
CObject* _Palette;
/// list of chars
/// :XXX: useful?
uint32 _Mode;
// Runtime Data
CObject* _BasicBricks;
CObject* _HighLevel;
CInstanceMap* _InstanceMap;
TScenarioSessionType _SessionType;
uint32 _InitialActIndex;
bool _Clean;
struct CHashKeyMD5Less : public std::binary_function<NLMISC::CHashKeyMD5, NLMISC::CHashKeyMD5, bool>
{
bool operator()(const NLMISC::CHashKeyMD5& x, const NLMISC::CHashKeyMD5& y) const { return x.operator<(y); }
};
std::set<NLMISC::CHashKeyMD5, CHashKeyMD5Less> _CUserComponent;
};
class CUserComponent
{
public: //public type
enum TComponentType {Compressed, Dev} ;
public://public functions
CUserComponent();
CUserComponent(const std::string &filename,
uint8* uncompressedData, uint32 uncompressedDataLength,
uint8* compressedData = 0, uint32 compressedDataLength = 0
);
~CUserComponent();
void computeMd5();
void serial(NLMISC::IStream &f);
uint8* getUncompressedData() const;
uint32 getUncompressedDataLength() const;
void setType(TComponentType type) { ComponentType = type; }
TComponentType GetComponentType() const { return ComponentType; }
std::string getFilename() const { return Filename; }
public: //public value
NLMISC::CHashKeyMD5 Md5;
NLMISC::CHashKeyMD5 Md5Id;
uint32 TimeStamp;
TComponentType ComponentType;
std::string Filename;
std::string Name;
std::string Description;
uint8* UncompressedData; //uncompressed
uint32 UncompressedDataLength;
uint8* CompressedData;
uint32 CompressedDataLength;
};
class CEmoteBehavior
{
public:
CEmoteBehavior();
std::string get(const std::string& emoteId) const;
private:
void load() const;
private:
mutable std::map<std::string, std::string> _EmotesMap;
};
class CScenarioValidatorLoadSuccededCallback;
class CScenarioValidator
{
public:
typedef std::vector< std::pair<std::string, std::string> > TValues;
public:
static std::string AutoSaveSignature;
public:
TValues _Values;
CScenarioValidator(CScenarioValidatorLoadSuccededCallback* loadCb = 0 );
~CScenarioValidator();
bool setScenarioToSave(const std::string& filename, CObject* scenario, const CScenarioValidator::TValues& value, std::string& md5);
bool setScenarioToLoad(const std::string& filename, CScenarioValidator::TValues& values, std::string& md5, std::string& signature, bool checkMD5);
bool applySave(const std::string& signature);
void applyLoad(std::string& filename, std::string& body, CScenarioValidator::TValues& values);
std::string getBodyMd5() const { return _BodyMd5; }
private:
std::string _HeaderBody;
std::string _ScenarioBody;
std::string _HeaderMd5;
std::string _Filename;
std::string _BodyMd5;
CScenarioValidatorLoadSuccededCallback* _LoadCb;
};
// Verify that a scenario is not alterated by user
class CScenarioValidatorLoadSuccededCallback
{
public:
virtual ~CScenarioValidatorLoadSuccededCallback(){}
virtual void doOperation(const std::string& filename, const std::string& body, const CScenarioValidator::TValues& values) = 0;
};
class CUserComponentValidatorLoadSuccededCallback;
class CUserComponentValidator
{
public:
typedef std::vector< std::pair<std::string, std::string> > TValues;
public:
static std::string AutoSaveSignature;
public:
TValues _Values;
CUserComponentValidator(CUserComponentValidatorLoadSuccededCallback* loadCb = 0 );
~CUserComponentValidator();
bool setUserComponentToSave(const std::string& filename, const CUserComponentValidator::TValues& value, std::string& md5, const std::string &body);
bool setUserComponentToLoad(const std::string& filename, CUserComponentValidator::TValues& values, std::string& md5, std::string& signature, bool checkMD5);
bool applySave(const std::string& signature);
void applyLoad(std::string& filename, std::string& body, CScenarioValidator::TValues& values);
std::string getBodyMd5() const { return _BodyMd5; }
std::string getFilename() const{ return _Filename;}
private:
std::string _HeaderBody;
std::string _UserComponentBody;
std::string _HeaderMd5;
std::string _Filename;
std::string _BodyMd5;
CUserComponentValidatorLoadSuccededCallback* _LoadCb;
};
class CUserComponentValidatorLoadSuccededCallback
{
public:
virtual ~CUserComponentValidatorLoadSuccededCallback(){}
virtual void doOperation(const std::string& filename, const std::string& body, const CUserComponentValidator::TValues& values) = 0;
};
} // namespace R2
#endif //R2_SCENARIO_H