/*==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==*/
//////////////////////////////////////////////////////////////////////////////
//
//	plUoid - A Unique Object IDentifier -- basically, each unique Uoid refers
//			 to one and exactly one object.
//			 To define such, it contains three elements:
//				 - A plLocation, which specifies an (age,chapter,page) combo
//				   (as a sequence number)
//				 - A creatable class type (from plFactory)
//				 - An object name
//
//////////////////////////////////////////////////////////////////////////////

#ifndef plUoid_h_inc
#define plUoid_h_inc

#include "hsTypes.h"
#include "plFixedKey.h"
#include "plLoadMask.h"

class hsStream;

//// plLocation //////////////////////////////////////////////////////////////

class plLocation
{
public:
	enum LocFlags
	{
		kLocalOnly	= 0x1,	// Set if nothing in the room saves state.
		kVolatile	= 0x2,	// Set is nothing in the room persists when the server exits.
		kReserved	= 0x4,
		kBuiltIn	= 0x8,
		kItinerant	= 0x10,
	};

protected:
	UInt32 fSequenceNumber;
	UInt16 fFlags;

	enum 
	{
		kGlobalFixedLocIdx = 0,		// Fixed keys go here, think of as "global,fixed,keys"
		kSceneViewerLocIdx = 1,

		kLocalLocStartIdx = 3,		// These are a range of #s that go to local, testing-only pages.
		kLocalLocEndIdx = 32,		// You can't go over the network with any keys with these locs.

		kNormalLocStartIdx = kLocalLocEndIdx + 1,

		kReservedLocStart = 0xff000000,	// Reserved locations are ones that aren't real game locations,										
		kGlobalServerLocIdx = kReservedLocStart,	// Global pool room for the server. Only the server gets this one

		kReservedLocAvailableStart = kGlobalServerLocIdx + 1,	// This is the start of the *really* available ones
		kReservedLocEnd = 0xfffffffe,	// But instead act as a holding place for data

		kInvalidLocIdx = 0xffffffff
	};

	plLocation(UInt32 seqNum, UInt16 flags=0) : fFlags(flags) { Set(seqNum); }

public:
	plLocation() { Invalidate(); }
	plLocation(const plLocation& toCopyFrom);
	~plLocation() {}

	void	Invalidate();
	hsBool	IsValid() const;
	hsBool	IsReserved() const;
	hsBool	IsItinerant() const;
	void	Set(UInt32 seqNum);
	UInt32	GetSequenceNumber() const { return fSequenceNumber; }
	hsBool	IsVirtual() const;

	void	SetFlags(UInt16 flags) { fFlags |= flags; }
	UInt16	GetFlags() const { return fFlags; }

	void	Read(hsStream* s);
	void	Write(hsStream* s) const;

	hsBool operator==(const plLocation& loc) const;
	hsBool operator!=(const plLocation& loc) const { return !(loc == *this); }
	plLocation& operator=(const plLocation& loc);
	bool operator<(const plLocation& loc ) const { return fSequenceNumber < loc.fSequenceNumber; }

	// THIS SHOULD BE FOR DEBUGGING ONLY <hint hint>
	char* StringIze(char* str) const;  // Format to displayable string. Returns the same string for convenience

	static plLocation MakeReserved(UInt32 number);
	static plLocation MakeNormal(UInt32 number);

	static const plLocation	kGlobalFixedLoc;
	static const plLocation	kSceneViewerLoc;
	static const plLocation	kLocalStartLoc;
	static const plLocation	kLocalEndLoc;
	static const plLocation	kNormalStartLoc;
	static const plLocation kGlobalServerLoc;
	static const plLocation kInvalidLoc;
};

//// plUoid //////////////////////////////////////////////////////////////////

class plUoid
{
public:
	plUoid() { fObjectName = nil; Invalidate(); }
	plUoid(const plLocation& location, UInt16 classType, const char* objectName, const plLoadMask& m=plLoadMask::kAlways);
	plUoid(plFixedKeyId fixedKey);
	plUoid(const plUoid& src);
	~plUoid();

	const plLocation&	GetLocation() const { return fLocation; }
	UInt16				GetClassType() const { return fClassType; }
	const char*			GetObjectName() const { return fObjectName; }
	const plLoadMask&	GetLoadMask() const { return fLoadMask; }

	void Read(hsStream* s);
	void Write(hsStream* s) const;

	void Invalidate();
	hsBool IsValid() const;

	plUoid&	operator=(const plUoid& u);
	hsBool	operator==(const plUoid& u) const;
	hsBool	operator!=(const plUoid& u) const { return !operator==(u); }

	hsBool	IsClone() const				{ return fCloneID != 0; }
	UInt32	GetClonePlayerID() const	{ return fClonePlayerID; }
	UInt32	GetCloneID() const			{ return fCloneID; }
	void	SetClone(UInt32 playerID, UInt32 cloneID) { hsAssert(cloneID < 0xffff, "Clone id too high"); fCloneID = UInt16(cloneID); fClonePlayerID = playerID; }

	UInt32 GetObjectID() const { return fObjectID; }
	// Export time only.  Only plRegistryKeyList should call this.
	void SetObjectID(UInt32 id) { fObjectID = id; }

	// THIS SHOULD BE FOR DEBUGGING ONLY <hint hint>
	char* StringIze(char* str) const;  // Format to displayable string

protected:
	enum ContentsFlags	// for read/write functions
	{
		kHasCloneIDs	= 0x1,
		kHasLoadMask	= 0x2,
	};

	UInt32		fObjectID;
	UInt32		fClonePlayerID;	// The ID of the player who made this clone
	UInt16		fCloneID;		// The ID of this clone (unique per client)
	UInt16		fClassType;
	char*		fObjectName;
	plLocation	fLocation;
	plLoadMask	fLoadMask;
};

#endif // plUoid_h_inc