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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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//
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// plUoid - A Unique Object IDentifier -- basically, each unique Uoid refers
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// to one and exactly one object.
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// To define such, it contains three elements:
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// - A plLocation, which specifies an (age,chapter,page) combo
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// (as a sequence number)
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// - A creatable class type (from plFactory)
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// - An object name
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef plUoid_h_inc
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#define plUoid_h_inc
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#include "hsTypes.h"
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#include "plFixedKey.h"
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#include "plLoadMask.h"
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class hsStream;
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//// plLocation //////////////////////////////////////////////////////////////
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class plLocation
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{
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public:
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enum LocFlags
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{
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kLocalOnly = 0x1, // Set if nothing in the room saves state.
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kVolatile = 0x2, // Set is nothing in the room persists when the server exits.
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kReserved = 0x4,
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kBuiltIn = 0x8,
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kItinerant = 0x10,
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};
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protected:
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UInt32 fSequenceNumber;
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UInt16 fFlags;
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enum
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{
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kGlobalFixedLocIdx = 0, // Fixed keys go here, think of as "global,fixed,keys"
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kSceneViewerLocIdx = 1,
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kLocalLocStartIdx = 3, // These are a range of #s that go to local, testing-only pages.
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kLocalLocEndIdx = 32, // You can't go over the network with any keys with these locs.
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kNormalLocStartIdx = kLocalLocEndIdx + 1,
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kReservedLocStart = 0xff000000, // Reserved locations are ones that aren't real game locations,
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kGlobalServerLocIdx = kReservedLocStart, // Global pool room for the server. Only the server gets this one
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kReservedLocAvailableStart = kGlobalServerLocIdx + 1, // This is the start of the *really* available ones
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kReservedLocEnd = 0xfffffffe, // But instead act as a holding place for data
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kInvalidLocIdx = 0xffffffff
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};
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plLocation(UInt32 seqNum, UInt16 flags=0) : fFlags(flags) { Set(seqNum); }
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public:
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plLocation() { Invalidate(); }
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plLocation(const plLocation& toCopyFrom);
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~plLocation() {}
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void Invalidate();
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hsBool IsValid() const;
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hsBool IsReserved() const;
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hsBool IsItinerant() const;
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void Set(UInt32 seqNum);
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UInt32 GetSequenceNumber() const { return fSequenceNumber; }
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hsBool IsVirtual() const;
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void SetFlags(UInt16 flags) { fFlags |= flags; }
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UInt16 GetFlags() const { return fFlags; }
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void Read(hsStream* s);
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void Write(hsStream* s) const;
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hsBool operator==(const plLocation& loc) const;
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hsBool operator!=(const plLocation& loc) const { return !(loc == *this); }
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plLocation& operator=(const plLocation& loc);
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bool operator<(const plLocation& loc ) const { return fSequenceNumber < loc.fSequenceNumber; }
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// THIS SHOULD BE FOR DEBUGGING ONLY <hint hint>
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char* StringIze(char* str) const; // Format to displayable string. Returns the same string for convenience
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static plLocation MakeReserved(UInt32 number);
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static plLocation MakeNormal(UInt32 number);
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static const plLocation kGlobalFixedLoc;
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static const plLocation kSceneViewerLoc;
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static const plLocation kLocalStartLoc;
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static const plLocation kLocalEndLoc;
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static const plLocation kNormalStartLoc;
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static const plLocation kGlobalServerLoc;
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static const plLocation kInvalidLoc;
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};
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//// plUoid //////////////////////////////////////////////////////////////////
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class plUoid
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{
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public:
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plUoid() { fObjectName = nil; Invalidate(); }
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plUoid(const plLocation& location, UInt16 classType, const char* objectName, const plLoadMask& m=plLoadMask::kAlways);
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plUoid(plFixedKeyId fixedKey);
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plUoid(const plUoid& src);
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~plUoid();
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const plLocation& GetLocation() const { return fLocation; }
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UInt16 GetClassType() const { return fClassType; }
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const char* GetObjectName() const { return fObjectName; }
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const plLoadMask& GetLoadMask() const { return fLoadMask; }
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void Read(hsStream* s);
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void Write(hsStream* s) const;
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void Invalidate();
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hsBool IsValid() const;
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plUoid& operator=(const plUoid& u);
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hsBool operator==(const plUoid& u) const;
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hsBool operator!=(const plUoid& u) const { return !operator==(u); }
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hsBool IsClone() const { return fCloneID != 0; }
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UInt32 GetClonePlayerID() const { return fClonePlayerID; }
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UInt32 GetCloneID() const { return fCloneID; }
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void SetClone(UInt32 playerID, UInt32 cloneID) { hsAssert(cloneID < 0xffff, "Clone id too high"); fCloneID = UInt16(cloneID); fClonePlayerID = playerID; }
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UInt32 GetObjectID() const { return fObjectID; }
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// Export time only. Only plRegistryKeyList should call this.
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void SetObjectID(UInt32 id) { fObjectID = id; }
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// THIS SHOULD BE FOR DEBUGGING ONLY <hint hint>
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char* StringIze(char* str) const; // Format to displayable string
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protected:
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enum ContentsFlags // for read/write functions
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{
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kHasCloneIDs = 0x1,
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kHasLoadMask = 0x2,
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};
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UInt32 fObjectID;
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UInt32 fClonePlayerID; // The ID of the player who made this clone
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UInt16 fCloneID; // The ID of this clone (unique per client)
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UInt16 fClassType;
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char* fObjectName;
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plLocation fLocation;
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plLoadMask fLoadMask;
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};
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#endif // plUoid_h_inc
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