|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
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 3 of the License, or
|
|
|
|
(at your option) 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/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
|
|
|
|
#ifndef plLoadMask_inc
|
|
|
|
#define plLoadMask_inc
|
|
|
|
|
|
|
|
#include "HeadSpin.h"
|
|
|
|
|
|
|
|
template <class T> class hsTArray;
|
|
|
|
class hsStream;
|
|
|
|
|
|
|
|
class plLoadMask
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
enum {
|
|
|
|
kMaxCap = 1
|
|
|
|
};
|
|
|
|
protected:
|
|
|
|
static uint8_t fGlobalQuality;
|
|
|
|
static uint8_t fGlobalCapability;
|
|
|
|
union {
|
|
|
|
uint8_t fQuality[kMaxCap+1];
|
|
|
|
uint16_t fMask;
|
|
|
|
};
|
|
|
|
|
|
|
|
static void SetGlobalQuality(int q) { fGlobalQuality = IBitToMask(q); }
|
|
|
|
static void SetGlobalCapability(int c) { if( c > kMaxCap ) c = kMaxCap; else if( c < 0 ) c = 0; fGlobalCapability = c; }
|
|
|
|
|
|
|
|
static uint8_t IBitToMask(int b) { hsAssert(b<8, "LoadMask: bit too large for uint8_t"); return (1 << b); }
|
|
|
|
|
|
|
|
friend class plQuality;
|
|
|
|
public:
|
|
|
|
// Change this to a for loop on kMaxCap+1 if we ever get more caps.
|
|
|
|
plLoadMask() { fQuality[0] = fQuality[1] = 0xff; }
|
|
|
|
plLoadMask(uint8_t qLo, uint8_t qHi) { fQuality[0] = qLo; fQuality[1] = qHi; }
|
|
|
|
~plLoadMask() {}
|
|
|
|
|
|
|
|
bool DontLoad() const { return !(fQuality[fGlobalCapability] & fGlobalQuality); }
|
|
|
|
|
|
|
|
bool NeverLoads() const { return !(fQuality[0] && fQuality[1]); }
|
|
|
|
|
|
|
|
bool IsUsed() const { return (fQuality[0] != uint8_t(-1)) || (fQuality[1] != uint8_t(-1)); }
|
|
|
|
|
|
|
|
bool MatchesQuality(int q) const { return (IBitToMask(q) & (fQuality[0] | fQuality[1])) != 0; }
|
|
|
|
bool MatchesCapability(int c) const { return fQuality[c] != 0; }
|
|
|
|
bool MatchesQualityAndCapability(int q, int c) const { return IBitToMask(q) & fQuality[c]; }
|
|
|
|
|
|
|
|
bool MatchesCurrentQuality() const { return MatchesQuality(fGlobalQuality); }
|
|
|
|
bool MatchesCurrentCapability() const { return MatchesCapability(fGlobalCapability); }
|
|
|
|
bool MatchesCurrent() const { return !DontLoad(); }
|
|
|
|
|
|
|
|
uint8_t GetQualityMask(int cap) const { return fQuality[cap]; }
|
|
|
|
|
|
|
|
plLoadMask& SetMask(uint8_t lo, uint8_t hi) { fQuality[0] = lo; fQuality[1] = hi; return *this; }
|
|
|
|
plLoadMask& SetNever() { return SetMask(0,0); }
|
|
|
|
plLoadMask& SetAlways() { return SetMask(uint8_t(-1), uint8_t(-1)); }
|
|
|
|
|
|
|
|
plLoadMask& operator|=(const plLoadMask& m) { fMask |= m.fMask; return *this; }
|
|
|
|
plLoadMask& operator&=(const plLoadMask& m) { fMask &= m.fMask; return *this; }
|
|
|
|
|
|
|
|
int operator==(const plLoadMask& m) const { return fMask == m.fMask; }
|
|
|
|
int operator!=(const plLoadMask& m) const { return !(*this == m); }
|
|
|
|
|
|
|
|
// Only useful for sorting.
|
|
|
|
int operator<(const plLoadMask& m) const { return fMask < m.fMask; }
|
|
|
|
|
|
|
|
friend plLoadMask operator|(const plLoadMask& lhs, const plLoadMask& rhs) { plLoadMask r(lhs); r |= rhs; return r; }
|
|
|
|
friend plLoadMask operator&(const plLoadMask& lhs, const plLoadMask& rhs) { plLoadMask r(lhs); r &= rhs; return r; }
|
|
|
|
|
|
|
|
void Read(hsStream* s);
|
|
|
|
void Write(hsStream* s) const;
|
|
|
|
|
|
|
|
static const plLoadMask kAlways;
|
|
|
|
|
|
|
|
|
|
|
|
// Input lists are in order of preference, i.e. if rep[0] and rep[1] are both loadable based
|
|
|
|
// on the current settings, only rep[0] will be loaded. This implies some rules
|
|
|
|
// to avoid wasted reps (reps that would never get loaded). Basically:
|
|
|
|
// if( i < j ) then
|
|
|
|
// (quals[i] > quals[j]) || (caps[i] > caps[j])
|
|
|
|
//
|
|
|
|
// It doesn't break anything if that condition isn't met, it just means
|
|
|
|
// the latter one will never get loaded (have a load mask of zero).
|
|
|
|
// So, just to be a pal, we'll detect that condition and return based on it.
|
|
|
|
// i.e. Return true on invalid input (something will never get loaded).
|
|
|
|
//
|
|
|
|
// You can also pre-validate your input with ValidateReps, and/or validate
|
|
|
|
// the output with ValidateMasks. The return value is a bitmask of which
|
|
|
|
// items in the list had problems, so return of zero means A-OK.
|
|
|
|
//
|
|
|
|
static bool ComputeRepMasks(int num, const int quals[], const int caps[], plLoadMask masks[]);
|
|
|
|
static uint32_t ValidateReps(int num, const int quals[], const int caps[]);
|
|
|
|
static uint32_t ValidateMasks(int num, plLoadMask masks[]);
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // plLoadMask_inc
|