1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
|
/*
* 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/>.
*/
#include <algorithm>
#include "being.h"
#include "beingmanager.h"
#include "configuration.h"
#include "graphics.h"
#include "player.h"
#include "playerrelations.h"
#include "utils/dtor.h"
#include "utils/gettext.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, toString(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.empty())
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)
{
}
PlayerRelationsManager::~PlayerRelationsManager()
{
delete_all(mIgnoreStrategies);
}
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 "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<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, 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::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->flashName(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;
};
std::vector<PlayerIgnoreStrategy *> *
PlayerRelationsManager::getPlayerIgnoreStrategies()
{
if (mIgnoreStrategies.size() == 0)
{
// not initialised yet?
mIgnoreStrategies.push_back(new PIS_emote(FIRST_IGNORE_EMOTE,
_("Floating '...' bubble"),
PLAYER_IGNORE_STRATEGY_EMOTE0));
mIgnoreStrategies.push_back(new PIS_emote(FIRST_IGNORE_EMOTE + 1,
_("Floating bubble"),
"emote1"));
mIgnoreStrategies.push_back(new PIS_nothing());
mIgnoreStrategies.push_back(new PIS_dotdotdot());
mIgnoreStrategies.push_back(new PIS_blinkname());
}
return &mIgnoreStrategies;
}
PlayerRelationsManager player_relations;
|