// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef RY_GUILD_MANAGER_H #define RY_GUILD_MANAGER_H #include "nel/misc/types_nl.h" #include "obs_huge_list.h" #include "dbgroup_list_sheet_text.h" #include "nel/misc/cdb.h" #include "game_share/guild_grade.h" #include "game_share/misc_const.h" // Must be the same as in database.xml #define MAX_GUILD_MEMBER 256 // *************************************************************************** struct SGuildMember { uint32 Index; // Index in the DB uint32 NameID; ucstring Name; EGSPD::CGuildGrade::TGuildGrade Grade; TCharConnectionState Online; uint32 EnterDate; ///////////// SGuildMember() { Online = ccs_offline; NameID = 0; Grade = EGSPD::CGuildGrade::Member; } }; // *************************************************************************** struct SGuild { uint32 NameID; ucstring Name; uint64 Icon; bool QuitGuildAvailable; ////////////////////// SGuild() { NameID = 0; Icon = 0; QuitGuildAvailable = true; } }; // *************************************************************************** /** * class used to manage the guild of the current player * for the moment its used only to regroup access to the good data * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date August 2003 */ class CGuildManager { public: /// The singleton 's instance static CGuildManager* getInstance() { if (_Instance == NULL) _Instance = new CGuildManager; return _Instance; } static void release() { if (_Instance != NULL) delete _Instance; _Instance = NULL; } /// Destructor virtual ~CGuildManager(); const SGuild &getGuild() { return _Guild; } const std::vector &getGuildMembers() { return _GuildMembers; } enum TSortOrder { sort_grade, START_SORT_ORDER = sort_grade, sort_name, sort_online, END_SORT_ORDER }; void sortGuildMembers(TSortOrder order = sort_grade); /// Check if the guild is a proxified guild (not managed on the actual shard) bool isProxy(); /// Called from server (impulse message) //void init (const std::vector< std::pair > &NameGrade); /// Called from server (if MemberName==0 and MemberGrade==Unknown then remove the entry) //void set (uint32 indexMember, uint32 MemberName, uint8 MemberGrade, bool bOnline); /// Indicate if the player belongs to a guild bool isInGuild(); /// Tell if we can recruit (invit a player in our guild) bool canRecruit(); /// Indicate if the player belongs to a guild bool isLeaderOfTheGuild(); /// If the player is in a guild get the guild name else return empty ucstring getGuildName(); /// If the player is in a guild get the amount of money the guild owns else return zero uint64 getMoney(); /// If the player is in a guild get the XP the guild owns else return zero uint64 getXP(); /// If the player is in a guild get the guild grade EGSPD::CGuildGrade::TGuildGrade getGrade() { return _Grade; } // Called once by frame to check if we have to rebuild interface void update(); // Launch ascensor interface void launchAscensor(); // Quit ascensor interface void quitAscensor(); // Launch join proposal interface (when a guild member player wants to invite you in its guild) void launchJoinProposal(uint32 phraseID); // Close interface void quitJoinProposal(); // When quitting a guild we have to close all guild interfaces void closeAllInterfaces(); // Rebuild guild interface now void rebuildInterface(); // Open the guild window void openGuildWindow(); // Icon manipulations // ------------------ // Icon is designed like this : // back image : 4 bits at pos 0 // symbol image : 6 bits at pos 4 // invert symbol : 1 bits at pos 10 // color back 1 R : 8 bits at pos 11 // color back 1 G : 8 bits at pos 19 // color back 1 B : 8 bits at pos 27 // color back 2 R : 8 bits at pos 35 // color back 2 G : 8 bits at pos 43 // color back 2 B : 8 bits at pos 51 static uint64 iconMake (uint8 back, uint8 symb, bool inv, NLMISC::CRGBA col1, NLMISC::CRGBA col2) { return ((uint64)(back&15)) | (((uint64)(symb&63))<<4) | (((uint64)(inv&1))<<10) | \ (((uint64)(col1.R&255))<<11) | (((uint64)(col1.G&255))<<19) | (((uint64)(col1.B&255))<<27) | \ (((uint64)(col2.R&255))<<35) | (((uint64)(col2.G&255))<<43) | (((uint64)(col2.B&255))<<51); } static uint8 iconGetBack(uint64 icon) { return (uint8)(icon&15); } static uint8 iconGetSymbol(uint64 icon) { return (uint8)(icon>>4)&63; } static bool iconGetInvertSymbol(uint64 icon) { return ((uint8)(icon>>10)&1)==0?false:true; } static NLMISC::CRGBA iconGetColor1(uint64 icon) { return NLMISC::CRGBA((uint8)(icon>>11)&255,(uint8)(icon>>19)&255,(uint8)(icon>>27)&255); } static NLMISC::CRGBA iconGetColor2(uint64 icon) { return NLMISC::CRGBA((uint8)(icon>>35)&255,(uint8)(icon>>43)&255,(uint8)(icon>>51)&255); } static void iconSetBack(uint64 &icon,uint8 n) { icon &= ~((uint64)15); icon |= ((uint64)n&15); } static void iconSetSymbol(uint64 &icon,uint8 n) { icon &= ~((uint64)63<<4); icon |= (((uint64)n&63)<<4); } static void iconSetInvertSymbol(uint64 &icon,bool inv) { icon &= ~((uint64)1<<10); uint64 n = inv ? 1 : 0; icon |= n << 10; } static void iconSetColor1(uint64 &icon, NLMISC::CRGBA col) { icon &= ~((uint64)255<<11); icon &= ~((uint64)255<<19); icon &= ~((uint64)255<<27); icon |= ((uint64)col.R<<11); icon |= ((uint64)col.G<<19); icon |= ((uint64)col.B<<27); } static void iconSetColor2(uint64 &icon, NLMISC::CRGBA col) { icon &= ~((uint64)255<<35); icon &= ~((uint64)255<<43); icon &= ~((uint64)255<<51); icon |= ((uint64)col.R<<35); icon |= ((uint64)col.G<<43); icon |= ((uint64)col.B<<51); } private: void initForDebug(); // Rebuild (at next update) this is called internally by the observer on DB void rebuildBasic() { _NeedRebuild = true; } // Need to rebuild Members at next update (+all). this is called internally by the observer on DB void rebuildBasicAndMembers() { _NeedRebuild = _NeedRebuildMembers = true; } // Database management stuff class CDBObs : public NLMISC::ICDBNode::IPropertyObserver { public: virtual void update(NLMISC::ICDBNode* node); }; class CDBObsMembers : public NLMISC::ICDBNode::IPropertyObserver { public: virtual void update(NLMISC::ICDBNode* node); }; CDBObs _DBObs; CDBObsMembers _DBObsMembers; friend class CDBObs; friend class CDBObsMembers; void initDBObservers(); // need rebuild data? bool _NeedRebuild; bool _NeedRebuildMembers; // need update (typically names, after rebuild done) bool _NeedUpdate; bool _NeedUpdateMembers; private: /// Constructor CGuildManager(); /// Singleton's instance static CGuildManager* _Instance; // Does the local player belongs to a guild ? bool _InGuild; // Name Description and icon of the local player guild SGuild _Guild; // Grade of local player giving administration rights // Leader : bear | invite | xp | (kick/set rank) members, bearer, recruiter, officer, high officer or Leader // High Officer : bear | invite | xp | (kick/set rank) members, bearer, recruiter or officer // Officer : bear | invite | kick members, recruiter or bearer // Recruiter : invite // Bearer : bear // Member : nothing // bear=can bear the banner, invite=can invite other players to the guild, xp= can spend XP guild on role masters // kick=can kick a player out of the guild, set rank=set the rank of a guild member EGSPD::CGuildGrade::TGuildGrade _Grade; // Guild Members of the guild the local player belong to std::vector _GuildMembers; // Lift handling CHugeListObs Ascensors; // flag set to true when EGS says the player has joined the guild bool _NewToTheGuild; // Join Proposal handling uint32 _JoinPropPhraseID; ucstring _JoinPropPhrase; bool _JoinPropUpdate; }; // *************************************************************************** class CDBGroupListAscensor : public CDBGroupListSheetText { public: // A child node struct CSheetChildAscensor : public CDBGroupListSheetText::CSheetChild { enum TAscensorEntryType { LiftTypeExit, LiftTypeGuild, LiftTypeGuildAnnexe }; bool Setuped; uint Index; sint32 SecondSheetIdCache; virtual void init(CDBGroupListSheetText *pFather, uint index); virtual bool isInvalidated(CDBGroupListSheetText *pFather); virtual void updateViewText(CDBGroupListSheetText * /* pFather */) { } virtual bool isSheetValid(CDBGroupListSheetText *pFather); }; CDBGroupListAscensor(const TCtorParam ¶m) : CDBGroupListSheetText(param) { _CheckCoordAccelerated = false; // isInvalidated called each frame } virtual CSheetChild *createSheetChild() { return new CSheetChildAscensor; } }; #endif // RY_GUILD_MANAGER_H /* End of guild_manager.h */