// 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 NL_ACTION_H
#define NL_ACTION_H
//
// Includes
//
#include
#include
#include
#include "entity_types.h"
#include "ryzom_entity_id.h"
namespace CLFECOMMON {
//
// Action code type
//
typedef uint8 TActionCode;
//
// Action codes
//
// 0->3 are special action coded in few bits
const TActionCode ACTION_POSITION_CODE = 0;
const TActionCode ACTION_GENERIC_CODE = 1;
const TActionCode ACTION_GENERIC_MULTI_PART_CODE = 2;
const TActionCode ACTION_SINT64 = 3;
const TActionCode ACTION_SYNC_CODE = 10;
const TActionCode ACTION_DISCONNECTION_CODE = 11;
const TActionCode ACTION_ASSOCIATION_CODE = 12;
const TActionCode ACTION_LOGIN_CODE = 13;
const TActionCode ACTION_TARGET_SLOT_CODE = 40;
const TActionCode ACTION_DUMMY_CODE = 99;
#undef TEST_POSITION_CORRECTNESS
//
// Classes
//
class CAction
{
public:
/*
union TValue
{
public:
TValue() {}
// TValue(double d) : Double(d) {}
// TValue(float f) : Float(f) {}
TValue(sint32 i) : Int(i) {}
TValue(uint64 u) : UInt64(u) {}
TValue(sint64 s) : SInt64(s) {}
// TValue(float x, float y, float z) { Vector.x = x; Vector.y = y; Vector.z = z; }
// TValue(const NLMISC::CVector& v ) { Vector.x = v.x; Vector.y = v.y; Vector.z = v.z; }
public:
// NLMISC::CVector getVector() const { return NLMISC::CVector(Vector.x, Vector.y, Vector.z); }
// float getFloat() const { return Float; }
// double getDouble() const { return Double; }
sint32 getInt() const { return Int; }
uint64 getUInt64() const { return UInt64; }
sint64 getInt64() const { return SInt64; }
public:
// struct { float x, y, z; } Vector;
// float Float;
// double Double;
sint32 Int;
uint64 UInt64;
sint64 SInt64;
};
*/
typedef sint64 TValue;
public:
virtual ~CAction() {}
/** This function creates initializes its fields using the buffer.
* \param buffer pointer to the buffer where the data are
* \size size of the buffer
*/
virtual void unpack (NLMISC::CBitMemStream &/* message */) { }
/// This functions is used when you want to transform an action into an IStream.
virtual void serial (NLMISC::IStream &/* f */) { }
/** Returns the size of this action when it will be send to the UDP connection:
* the size is *IN BITS*, not in bytes (the actual size is this one plus the header size)
*/
virtual uint32 size () { return 0; }
/// Returns the priority of this action, it can changed dynamically if you want (1 is very urgent)
uint32 priority () { return _Priority; }
/// Sets the priority
void setPriority( uint32 prio ) { _Priority = prio; }
/// Sets the value of the action
virtual void setValue(const TValue &/* value */) { }
/// Sets the value of the action
virtual TValue getValue() const { return (CAction::TValue)0; }
/// Returns true if the property is continuous
virtual bool isContinuous() const { return false; }
/// This value must be set (in ms) in the ctor of your action to know when this action must be resent to the other side.
uint32 Timeout; // TODO: remove?
/// Gamecycle to measure time between sending and ack (impulsions only)
NLMISC::TGameCycle GameCycle; // TEMP?
TActionCode Code;
TPropIndex PropertyCode;
TCLEntityId Slot;
protected:
/// Default ctor that initialize Timeout value
CAction ();
/** This function transform the internal field and transform them into a buffer for the UDP connection.
* \param buffer pointer to the buffer where the data will be written
* \size size of the buffer
*/
virtual void pack (NLMISC::CBitMemStream &/* message */) { }
/** This method intialises the action with a default state */
virtual void reset() { }
friend class CActionFactory;
private:
uint32 _Priority;
};
class CActionImpulsion : public CAction
{
public:
virtual ~CActionImpulsion() {}
bool AllowExceedingMaxSize;
};
extern const CAction::TValue NullValue;
}
#endif // NL_ACTION_H
/* End of action.h */