/* * The Mana Client * Copyright (C) 2008-2009 The Mana World Development Team * Copyright (C) 2009-2010 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 <http://www.gnu.org/licenses/>. */ #ifndef PLAYER_RELATIONS_H #define PLAYER_RELATIONS_H #include <list> #include <map> #include <string> #include <vector> #ifdef __GNUC__ #define _UNUSED_ __attribute__ ((unused)) #else #define _UNUSED_ #endif class Being; 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 INVISIBLE = (1 << 5); static const unsigned int RELATIONS_NR = 5; static const unsigned int RELATION_PERMISSIONS[RELATIONS_NR]; static const unsigned int DEFAULT = EMOTE | SPEECH_FLOAT | SPEECH_LOG | WHISPER | TRADE; enum Relation { NEUTRAL = 0, FRIEND = 1, DISREGARDED = 2, IGNORED = 3, ERASED = 4 }; 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; virtual ~PlayerIgnoreStrategy() { } /** * Handle the ignoring of the indicated action by the indicated player. */ virtual void ignore(Being *being, unsigned int flags) = 0; }; class PlayerRelationsListener { public: PlayerRelationsListener() { } virtual ~PlayerRelationsListener() { } virtual void updatedPlayer(const std::string &name) = 0; virtual void updateAll() = 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(); ~PlayerRelationsManager(); /** * Initialise player relations manager (load config file etc.) */ void init(); /** * Load configuration from our config file, or substitute defaults. */ void load(bool oldConfig = false); /** * Save configuration to our config file. */ void store(); /** * 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() 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(); /** * Return the current player ignore strategy. * * \return A player ignore strategy, or NULL */ PlayerIgnoreStrategy *getPlayerIgnoreStrategy() const { 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(); /** * Removes all recorded player info. */ void clear(); /** * Do we persist our `ignore' setup? */ bool getPersistIgnores() const { return mPersistIgnores; } void ignoreTrade(std::string name); /** * 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; std::vector<PlayerIgnoreStrategy *> mIgnoreStrategies; }; extern PlayerRelationsManager player_relations; // singleton representation // of player relations #endif // PLAYER_RELATIONS_H