/*
* Aethyra
* Copyright (C) 2008 The Mana World Development Team
*
* This file is part of Aethyra based on original code
* from The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <algorithm>
#include "being.h"
#include "beingmanager.h"
#include "configuration.h"
#include "graphics.h"
#include "player.h"
#include "player_relations.h"
#define PLAYER_IGNORE_STRATEGY_NOP "nop"
#define PLAYER_IGNORE_STRATEGY_EMOTE0 "emote0"
#define DEFAULT_IGNORE_STRATEGY PLAYER_IGNORE_STRATEGY_EMOTE0
#define NAME "name" // constant for xml serialisation
#define RELATION "relation" // constant for xml serialisation
#define IGNORE_EMOTE_TIME 100
// (De)serialisation class
class PlayerConfSerialiser : public ConfigurationListManager<std::pair<std::string, PlayerRelation *>,
std::map<std::string, PlayerRelation *> *>
{
virtual ConfigurationObject *writeConfigItem(std::pair<std::string, PlayerRelation *> value,
ConfigurationObject *cobj)
{
if (!value.second)
return NULL;
cobj->setValue(NAME, value.first);
cobj->setValue(RELATION, value.second->mRelation);
return cobj;
}
virtual std::map<std::string, PlayerRelation *> *
readConfigItem(ConfigurationObject *cobj,
std::map<std::string, PlayerRelation *> *container)
{
std::string name = cobj->getValue(NAME, "");
if (name == "")
return container;
if (!(*container)[name]) {
int v = (int)cobj->getValue(RELATION, PlayerRelation::NEUTRAL);
(*container)[name] = new PlayerRelation(static_cast<PlayerRelation::relation>(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(NULL)
{
}
void PlayerRelationsManager::clear()
{
std::vector<std::string> *names = getPlayers();
for (std::vector<std::string>::const_iterator
it = names->begin(); it != names->end(); it++)
removePlayer(*it);
delete names;
}
#define PERSIST_IGNORE_LIST "persist-player-list"
#define PLAYER_IGNORE_STRATEGY "player-ignore-strategy"
#define DEFAULT_PERMISSIONS "default-player-permissions"
int PlayerRelationsManager::getPlayerIgnoreStrategyIndex(const std::string &name)
{
std::vector<PlayerIgnoreStrategy *> *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, 0);
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::pair<std::string, PlayerRelation *>,
std::map<std::string, PlayerRelation *> *>
("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<std::map<std::string, PlayerRelation *>::const_iterator,
std::pair<std::string, PlayerRelation *>,
std::map<std::string, PlayerRelation *> *>
("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 (std::list<PlayerRelationsListener *>::const_iterator it = mListeners.begin(); it != mListeners.end(); it++)
(*it)->updatedPlayer(name);
}
unsigned int PlayerRelationsManager::checkPermissionSilently(const std::string &player_name, unsigned int flags)
{
PlayerRelation *r = mRelations[player_name];
if (!r)
return mDefaultPermissions & flags;
else {
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() == Being::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) {
Player *to_ignore = dynamic_cast<Player *>(beingManager->findBeingByName(name, Being::PLAYER));
if (to_ignore)
mIgnoreStrategy->ignore(to_ignore,
rejections);
}
}
return permitted;
}
void PlayerRelationsManager::setRelation(const std::string &player_name, PlayerRelation::relation relation)
{
PlayerRelation *r = mRelations[player_name];
if (r == NULL)
mRelations[player_name] = new PlayerRelation(relation);
else
r->mRelation = relation;
signalUpdate(player_name);
}
std::vector<std::string> * PlayerRelationsManager::getPlayers()
{
std::vector<std::string> *retval = new std::vector<std::string>();
for (std::map<std::string, PlayerRelation *>::const_iterator it = mRelations.begin(); it != mRelations.end(); it++)
if (it->second)
retval->push_back(it->first);
sort(retval->begin(), retval->end());
return retval;
}
void PlayerRelationsManager::removePlayer(const std::string &name)
{
if (mRelations[name])
delete mRelations[name];
mRelations.erase(name);
signalUpdate(name);
}
PlayerRelation::relation PlayerRelationsManager::getRelation(const std::string &name)
{
if (mRelations[name])
return mRelations[name]->mRelation;
return PlayerRelation::NEUTRAL;
}
////////////////////////////////////////
// defaults
unsigned int PlayerRelationsManager::getDefault() const
{
return mDefaultPermissions;
}
void PlayerRelationsManager::setDefault(unsigned int permissions)
{
mDefaultPermissions = permissions;
store();
signalUpdate("");
}
////////////////////////////////////////
// ignore strategies
class PIS_nothing : public PlayerIgnoreStrategy
{
public:
PIS_nothing()
{
mDescription = "completely ignore";
mShortName = PLAYER_IGNORE_STRATEGY_NOP;
}
virtual void ignore(Player *player, unsigned int flags)
{
}
};
class PIS_dotdotdot : public PlayerIgnoreStrategy
{
public:
PIS_dotdotdot()
{
mDescription = "print '...'";
mShortName = "dotdotdot";
}
virtual void ignore(Player *player, unsigned int flags)
{
player->setSpeech("...", 500);
}
};
class PIS_blinkname : public PlayerIgnoreStrategy
{
public:
PIS_blinkname()
{
mDescription = "blink name";
mShortName = "blinkname";
}
virtual void ignore(Player *player, unsigned int flags)
{
player->flash(200);
}
};
class PIS_emote : public PlayerIgnoreStrategy
{
public:
PIS_emote(int emote_nr, const std::string &description, const std::string &shortname) :
mEmotion(emote_nr)
{
mDescription = description;
mShortName = shortname;
}
virtual void ignore(Player *player, unsigned int flags)
{
player->setEmote(mEmotion, IGNORE_EMOTE_TIME);
}
private:
int mEmotion;
};
static std::vector<PlayerIgnoreStrategy *> player_ignore_strategies;
std::vector<PlayerIgnoreStrategy *> *
PlayerRelationsManager::getPlayerIgnoreStrategies()
{
if (player_ignore_strategies.size() == 0) {
// not initialised yet?
player_ignore_strategies.push_back(new PIS_emote(FIRST_IGNORE_EMOTE,
"floating '...' bubble",
PLAYER_IGNORE_STRATEGY_EMOTE0));
player_ignore_strategies.push_back(new PIS_emote(FIRST_IGNORE_EMOTE + 1,
"floating bubble",
"emote1"));
player_ignore_strategies.push_back(new PIS_nothing());
player_ignore_strategies.push_back(new PIS_dotdotdot());
player_ignore_strategies.push_back(new PIS_blinkname());
}
return &player_ignore_strategies;
}
PlayerRelationsManager player_relations;