/*
* The Mana Client
* Copyright (C) 2008-2009 The Mana World Development Team
* Copyright (C) 2009-2012 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program 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.
*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include
#include "actorspritemanager.h"
#include "being.h"
#include "configuration.h"
#include "playerrelations.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#define PLAYER_IGNORE_STRATEGY_NOP "nop"
#define DEFAULT_IGNORE_STRATEGY PLAYER_IGNORE_STRATEGY_NOP
#define NAME "name" // constant for xml serialisation
#define RELATION "relation" // constant for xml serialisation
// (De)serialisation class
class PlayerConfSerialiser : public ConfigurationListManager,
std::map *>
{
ConfigurationObject *writeConfigItem(std::pair value,
ConfigurationObject *cobj) override
{
cobj->setValue(NAME, value.first);
cobj->setValue(RELATION, toString(value.second.mRelation));
return cobj;
}
std::map *
readConfigItem(ConfigurationObject *cobj,
std::map *container) override
{
std::string name = cobj->getValue(NAME, "");
if (name.empty())
return container;
auto it = (*container).find(name);
if (it != (*container).end())
{
int v = (int)cobj->getValue(RELATION, PlayerRelation::NEUTRAL);
(*container)[name] = PlayerRelation(static_cast(v));
}
// otherwise ignore the duplicate entry
return container;
}
};
static PlayerConfSerialiser player_conf_serialiser; // stateless singleton
const unsigned int PlayerRelation::RELATION_PERMISSIONS[RELATIONS_NR] = {
/* NEUTRAL */ 0, // we always fall back to the defaults anyway
/* FRIEND */ EMOTE | SPEECH_FLOAT | SPEECH_LOG | WHISPER | TRADE,
/* DISREGARDED*/ EMOTE | SPEECH_FLOAT,
/* IGNORED */ 0
};
PlayerRelation::PlayerRelation(Relation relation)
{
mRelation = relation;
}
PlayerRelationsManager::PlayerRelationsManager() :
mPersistIgnores(false),
mDefaultPermissions(PlayerRelation::DEFAULT),
mIgnoreStrategy(nullptr)
{
}
PlayerRelationsManager::~PlayerRelationsManager()
{
delete_all(mIgnoreStrategies);
}
void PlayerRelationsManager::clear()
{
for (const auto &name : getPlayers())
removePlayer(name);
}
#define PERSIST_IGNORE_LIST "persistent-player-list"
#define PLAYER_IGNORE_STRATEGY "player-ignore-strategy"
#define DEFAULT_PERMISSIONS "default-player-permissions"
int PlayerRelationsManager::getPlayerIgnoreStrategyIndex(const std::string &name)
{
std::vector &strategies = getPlayerIgnoreStrategies();
for (unsigned int i = 0; i < strategies.size(); i++)
if (strategies[i]->mShortName == name)
return i;
return -1;
}
void PlayerRelationsManager::load()
{
clear();
mPersistIgnores = config.getValue(PERSIST_IGNORE_LIST, 1);
mDefaultPermissions = (int) config.getValue(DEFAULT_PERMISSIONS, mDefaultPermissions);
std::string ignore_strategy_name = config.getValue(PLAYER_IGNORE_STRATEGY, DEFAULT_IGNORE_STRATEGY);
int ignore_strategy_index = getPlayerIgnoreStrategyIndex(ignore_strategy_name);
if (ignore_strategy_index >= 0)
setPlayerIgnoreStrategy(getPlayerIgnoreStrategies()[ignore_strategy_index]);
config.getList,
std::map *>
("player", &mRelations, &player_conf_serialiser);
}
void PlayerRelationsManager::init()
{
load();
if (!mPersistIgnores)
clear(); // Yes, we still keep them around in the config file until the next update.
}
void PlayerRelationsManager::store()
{
config.setList::const_iterator,
std::pair,
std::map *>
("player",
mRelations.begin(), mRelations.end(),
&player_conf_serialiser);
config.setValue(DEFAULT_PERMISSIONS, mDefaultPermissions);
config.setValue(PERSIST_IGNORE_LIST, mPersistIgnores);
config.setValue(PLAYER_IGNORE_STRATEGY,
(mIgnoreStrategy)? mIgnoreStrategy->mShortName : DEFAULT_IGNORE_STRATEGY);
config.write();
}
void PlayerRelationsManager::signalUpdate(const std::string &name)
{
store();
for (auto listener : mListeners)
listener->updatedPlayer(name);
}
unsigned int PlayerRelationsManager::checkPermissionSilently(
const std::string &playerName,
unsigned int flags)
{
auto it = mRelations.find(playerName);
if (it == mRelations.end())
return mDefaultPermissions & flags;
PlayerRelation &r = it->second;
unsigned int permissions =
PlayerRelation::RELATION_PERMISSIONS[r.mRelation];
switch (r.mRelation)
{
case PlayerRelation::NEUTRAL:
permissions = mDefaultPermissions;
break;
case PlayerRelation::FRIEND:
permissions |= mDefaultPermissions; // widen
break;
default:
permissions &= mDefaultPermissions; // narrow
}
return permissions & flags;
}
bool PlayerRelationsManager::hasPermission(Being *being, unsigned int flags)
{
if (being->getType() == ActorSprite::PLAYER)
return hasPermission(being->getName(), flags) == flags;
return true;
}
bool PlayerRelationsManager::hasPermission(const std::string &name,
unsigned int flags)
{
unsigned int rejections = flags & ~checkPermissionSilently(name, flags);
bool permitted = rejections == 0;
if (!permitted)
{
// execute `ignore' strategy, if possible
if (mIgnoreStrategy)
{
Being *b = actorSpriteManager->findBeingByName(name,
ActorSprite::PLAYER);
if (b && b->getType() == ActorSprite::PLAYER)
mIgnoreStrategy->ignore(b, rejections);
}
}
return permitted;
}
void PlayerRelationsManager::setRelation(const std::string &playerName,
PlayerRelation::Relation relation)
{
mRelations[playerName] = PlayerRelation(relation);
signalUpdate(playerName);
}
std::vector PlayerRelationsManager::getPlayers() const
{
std::vector retval;
for (const auto &[name, _] : mRelations)
retval.push_back(name);
sort(retval.begin(), retval.end());
return retval;
}
void PlayerRelationsManager::removePlayer(const std::string &name)
{
auto it = mRelations.find(name);
if (it != mRelations.end())
{
mRelations.erase(it);
signalUpdate(name);
}
}
PlayerRelation::Relation PlayerRelationsManager::getRelation(const std::string &name) const
{
auto it = mRelations.find(name);
if (it != mRelations.end())
return it->second.mRelation;
return PlayerRelation::NEUTRAL;
}
////////////////////////////////////////
// defaults
unsigned int PlayerRelationsManager::getDefault() const
{
return mDefaultPermissions;
}
void PlayerRelationsManager::setDefault(unsigned int permissions)
{
mDefaultPermissions = permissions;
store();
signalUpdate(std::string());
}
////////////////////////////////////////
// ignore strategies
class PIS_nothing : public PlayerIgnoreStrategy
{
public:
PIS_nothing()
{
mDescription = _("Completely ignore");
mShortName = PLAYER_IGNORE_STRATEGY_NOP;
}
void ignore(Being *being, unsigned int flags) override
{
}
};
class PIS_dotdotdot : public PlayerIgnoreStrategy
{
public:
PIS_dotdotdot()
{
mDescription = _("Print '...'");
mShortName = "dotdotdot";
}
void ignore(Being *being, unsigned int flags) override
{
being->setSpeech("...", 2000);
}
};
class PIS_blinkname : public PlayerIgnoreStrategy
{
public:
PIS_blinkname()
{
mDescription = _("Blink name");
mShortName = "blinkname";
}
void ignore(Being *being, unsigned int flags) override
{
being->flashName(1500);
}
};
std::vector &
PlayerRelationsManager::getPlayerIgnoreStrategies()
{
if (mIgnoreStrategies.empty())
{
mIgnoreStrategies.push_back(new PIS_nothing());
mIgnoreStrategies.push_back(new PIS_dotdotdot());
mIgnoreStrategies.push_back(new PIS_blinkname());
}
return mIgnoreStrategies;
}
PlayerRelationsManager player_relations;