/*
* The Mana World
* Copyright 2008 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TMW_PLAYER_RELATIONS_H_
#define TMW_PLAYER_RELATIONS_H_
#include "being.h"
#include "player.h"
#include "configuration.h"
#include <string>
#include <map>
#include <vector>
#include <list>
struct PlayerRelation
{
static const unsigned int EMOTE = (1 << 0);
static const unsigned int SPEECH_FLOAT = (1 << 1);
static const unsigned int SPEECH_LOG = (1 << 2);
static const unsigned int WHISPER = (1 << 3);
static const unsigned int TRADE = (1 << 4);
static const unsigned int RELATIONS_NR = 4;
static const unsigned int RELATION_PERMISSIONS[RELATIONS_NR];
static const unsigned int DEFAULT = EMOTE
| SPEECH_FLOAT
| SPEECH_LOG
// | WHISPER -- only for friends
| TRADE;
enum relation {
NEUTRAL = 0,
FRIEND = 1,
DISREGARDED = 2,
IGNORED = 3
};
PlayerRelation(relation relation);
relation mRelation; // bitmask for all of the above
};
/**
* Ignore strategy: describes how we should handle ignores
*/
class
PlayerIgnoreStrategy
{
public:
std::string mDescription;
std::string mShortName;
/**
* Handle the ignoring of the indicated action by the indicated player
*/
virtual void ignore(Player *player, unsigned int flags) = 0;
};
class
PlayerRelationsListener
{
public:
PlayerRelationsListener(void) { }
virtual ~PlayerRelationsListener(void) { }
virtual void updatedPlayer(const std::string &name) = 0;
};
/**
* Player relations class, represents any particular relations and/or preferences the
* user of the local client has wrt other players (identified by std::string).
*/
class
PlayerRelationsManager
{
public:
PlayerRelationsManager(void);
/**
* Initialise player relations manager (load config file etc.)
*/
void init(void);
/**
* Load configuration from our config file, or substitute defaults
*/
void load(void);
/**
* Save configuration to our config file
*/
void store(void);
/**
* Determines whether the player in question is being ignored, filtered by the specified flags.
*
*/
unsigned int checkPermissionSilently(const std::string &player_name, unsigned int flags);
/**
* Tests whether the player in question is being ignored for any of the actions in the specified flags.
* If so, trigger appropriate side effects if requested by the player.
*/
bool hasPermission(Being *being, unsigned int flags);
bool hasPermission(const std::string &being, unsigned int flags);
/**
* Updates the relationship with this player
*/
void setRelation(const std::string &name, PlayerRelation::relation relation);
/**
* Updates the relationship with this player
*/
PlayerRelation::relation getRelation(const std::string &name);
/**
* Deletes the information recorded for a player
*/
void removePlayer(const std::string &name);
/**
* Retrieves the default permissions
*/
unsigned int getDefault(void) const;
/**
* Sets the default permissions
*/
void setDefault(unsigned int permissions);
/**
* Retrieves all known player ignore strategies
*
* The player ignore strategies are allocated statically and must not be deleted.
*/
std::vector<PlayerIgnoreStrategy *> *getPlayerIgnoreStrategies(void);
/**
* Return the current player ignore strategy
*
* \return A player ignore strategy, or NULL
*/
PlayerIgnoreStrategy *getPlayerIgnoreStrategy(void) { return mIgnoreStrategy; }
/**
* Sets the strategy to call when ignoring players
*/
void setPlayerIgnoreStrategy(PlayerIgnoreStrategy *strategy) { mIgnoreStrategy = strategy; }
/**
* For a given ignore strategy short name, find the appropriate index in the ignore strategies vector
*
* \param The short name of the ignore strategy to look up
* \return The appropriate index, or -1
*/
int getPlayerIgnoreStrategyIndex(const std::string &shortname);
/**
* Retrieves a sorted vector of all players for which we have any relations recorded
*/
std::vector<std::string> *getPlayers(void);
/**
* Removes all recorded player info
*/
void clear(void);
/**
* Do we persist our `ignore' setup?
*
*/
bool
getPersistIgnores(void) const { return mPersistIgnores; }
/**
* Change the `ignore persist' flag
*
* @param value Whether to persist ignores
*/
void
setPersistIgnores(bool value) { mPersistIgnores = value; }
void addListener(PlayerRelationsListener *listener) { mListeners.push_back(listener); }
void removeListener(PlayerRelationsListener *listener) { mListeners.remove(listener); }
private:
void signalUpdate(const std::string &name);
bool mPersistIgnores; // If NOT set, we delete the ignored data upon reloading
unsigned int mDefaultPermissions;
PlayerIgnoreStrategy *mIgnoreStrategy;
std::map<std::string, PlayerRelation *> mRelations;
std::list<PlayerRelationsListener *> mListeners;
};
extern PlayerRelationsManager player_relations; // singleton representation of player relations
#endif /* !defined(TMW_PLAYER_RELATIONS_H_) */