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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-05-14 18:57:32 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-05-14 18:57:32 +0000
commit2d648c5dc29a1ceae154194c23c799c7076894b4 (patch)
treef6c31a30260b80713257be211b139263b3291098 /src/player_relations.cpp
parent41906acb990895831e3b2c39102f41c9b580ae10 (diff)
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Added ability to define friends, players you want to ignore or disregard and
configure whether trading is allowed. Based on new popup code, configuration improvements to store hierarchical data and a table model.
Diffstat (limited to 'src/player_relations.cpp')
-rw-r--r--src/player_relations.cpp406
1 files changed, 406 insertions, 0 deletions
diff --git a/src/player_relations.cpp b/src/player_relations.cpp
new file mode 100644
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--- /dev/null
+++ b/src/player_relations.cpp
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+/*
+ * 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
+ */
+
+#include "beingmanager.h"
+#include "player_relations.h"
+#include "graphics.h"
+#include "gui/gui.h"
+
+#include <algorithm>
+
+#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 = 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(void) :
+ mPersistIgnores(false),
+ mDefaultPermissions(PlayerRelation::DEFAULT),
+ mIgnoreStrategy(NULL)
+{
+}
+
+void
+PlayerRelationsManager::clear(void)
+{
+ 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(void)
+{
+ clear();
+
+ mPersistIgnores = config.getValue(PERSIST_IGNORE_LIST, 0);
+ mDefaultPermissions = 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(void)
+{
+ load();
+
+ if (!mPersistIgnores)
+ clear(); // Yes, we still keep them around in the config file until the next update.
+}
+
+void
+PlayerRelationsManager::store(void)
+{
+ 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)
+ mIgnoreStrategy->ignore(dynamic_cast<Player *>(beingManager->findBeingByName(name, Being::PLAYER)),
+ 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(void)
+{
+ 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(void) 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("...", 5);
+ }
+};
+
+
+class
+BlinkPlayerNameDrawStrategy : public PlayerNameDrawStrategy
+{
+public:
+ BlinkPlayerNameDrawStrategy(int count) :
+ mCount(count)
+ {
+ }
+
+ virtual void draw(Player *player, Graphics *graphics, int px, int py)
+ {
+ graphics->setFont(speechFont);
+ if (mCount & 4)
+ graphics->drawText(player->getName(), px + 15, py + 30, gcn::Graphics::CENTER);
+
+ if (mCount-- <= 0)
+ player->setNameDrawStrategy(NULL);
+ }
+private:
+ int mCount; // Number of steps to blink
+};
+
+
+class PIS_blinkname : public PlayerIgnoreStrategy
+{
+public:
+ PIS_blinkname()
+ {
+ mDescription = "blink name";
+ mShortName = "blinkname";
+ }
+
+ virtual void
+ ignore(Player *player, unsigned int flags)
+ {
+ player->setNameDrawStrategy(new BlinkPlayerNameDrawStrategy(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(void)
+{
+ 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;
+