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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 "HeadSpin.h"
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#include "plFixedKey.h"
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#include "plLoadMask.h"
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#include "plFormat.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_t fSequenceNumber;
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uint16_t 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_t seqNum, uint16_t 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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bool IsValid() const;
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bool IsReserved() const;
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bool IsItinerant() const;
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void Set(uint32_t seqNum);
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uint32_t GetSequenceNumber() const { return fSequenceNumber; }
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bool IsVirtual() const;
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void SetFlags(uint16_t flags) { fFlags |= flags; }
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uint16_t 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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bool operator==(const plLocation& loc) const
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{
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// Ignore the itinerant flag when comparing, because
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return (fSequenceNumber == loc.fSequenceNumber) &&
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((fFlags & ~kItinerant) == (loc.fFlags & ~kItinerant));
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}
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bool 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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plString StringIze() const; // Format to displayable string.
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static plLocation MakeReserved(uint32_t number);
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static plLocation MakeNormal(uint32_t 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() { Invalidate(); }
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plUoid(const plLocation& location, uint16_t classType, const plString& 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_t GetClassType() const { return fClassType; }
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const plString& 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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bool IsValid() const;
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plUoid& operator=(const plUoid& u);
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bool operator==(const plUoid& u) const;
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bool operator!=(const plUoid& u) const { return !operator==(u); }
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bool IsClone() const { return fCloneID != 0; }
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uint32_t GetClonePlayerID() const { return fClonePlayerID; }
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uint32_t GetCloneID() const { return fCloneID; }
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void SetClone(uint32_t playerID, uint32_t cloneID) { hsAssert(cloneID < 0xffff, "Clone id too high"); fCloneID = uint16_t(cloneID); fClonePlayerID = playerID; }
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uint32_t GetObjectID() const { return fObjectID; }
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// Export time only. Only plRegistryKeyList should call this.
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void SetObjectID(uint32_t id) { fObjectID = id; }
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// THIS SHOULD BE FOR DEBUGGING ONLY <hint hint>
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plString StringIze() 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_t fObjectID;
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uint32_t fClonePlayerID; // The ID of the player who made this clone
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uint16_t fCloneID; // The ID of this clone (unique per client)
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uint16_t fClassType;
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plString 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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