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180 lines
4.9 KiB
C++
180 lines
4.9 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_ACTION_H
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#define NL_ACTION_H
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//
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// Includes
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//
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#include <nel/misc/types_nl.h>
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#include <nel/misc/bit_mem_stream.h>
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#include <nel/misc/vector.h>
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#include "entity_types.h"
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#include "ryzom_entity_id.h"
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namespace CLFECOMMON {
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//
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// Action code type
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//
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typedef uint8 TActionCode;
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//
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// Action codes
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//
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// 0->3 are special action coded in few bits
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const TActionCode ACTION_POSITION_CODE = 0;
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const TActionCode ACTION_GENERIC_CODE = 1;
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const TActionCode ACTION_GENERIC_MULTI_PART_CODE = 2;
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const TActionCode ACTION_SINT64 = 3;
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const TActionCode ACTION_SYNC_CODE = 10;
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const TActionCode ACTION_DISCONNECTION_CODE = 11;
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const TActionCode ACTION_ASSOCIATION_CODE = 12;
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const TActionCode ACTION_LOGIN_CODE = 13;
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const TActionCode ACTION_TARGET_SLOT_CODE = 40;
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const TActionCode ACTION_DUMMY_CODE = 99;
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#undef TEST_POSITION_CORRECTNESS
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//
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// Classes
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//
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class CAction
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{
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public:
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/*
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union TValue
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{
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public:
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TValue() {}
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// TValue(double d) : Double(d) {}
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// TValue(float f) : Float(f) {}
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TValue(sint32 i) : Int(i) {}
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TValue(uint64 u) : UInt64(u) {}
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TValue(sint64 s) : SInt64(s) {}
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// TValue(float x, float y, float z) { Vector.x = x; Vector.y = y; Vector.z = z; }
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// TValue(const NLMISC::CVector& v ) { Vector.x = v.x; Vector.y = v.y; Vector.z = v.z; }
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public:
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// NLMISC::CVector getVector() const { return NLMISC::CVector(Vector.x, Vector.y, Vector.z); }
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// float getFloat() const { return Float; }
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// double getDouble() const { return Double; }
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sint32 getInt() const { return Int; }
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uint64 getUInt64() const { return UInt64; }
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sint64 getInt64() const { return SInt64; }
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public:
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// struct { float x, y, z; } Vector;
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// float Float;
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// double Double;
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sint32 Int;
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uint64 UInt64;
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sint64 SInt64;
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};
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*/
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typedef sint64 TValue;
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public:
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virtual ~CAction() {}
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/** This function creates initializes its fields using the buffer.
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* \param buffer pointer to the buffer where the data are
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* \size size of the buffer
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*/
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virtual void unpack (NLMISC::CBitMemStream &/* message */) { }
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/// This functions is used when you want to transform an action into an IStream.
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virtual void serial (NLMISC::IStream &/* f */) { }
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/** Returns the size of this action when it will be send to the UDP connection:
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* the size is *IN BITS*, not in bytes (the actual size is this one plus the header size)
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*/
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virtual uint32 size () { return 0; }
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/// Returns the priority of this action, it can changed dynamically if you want (1 is very urgent)
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uint32 priority () { return _Priority; }
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/// Sets the priority
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void setPriority( uint32 prio ) { _Priority = prio; }
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/// Sets the value of the action
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virtual void setValue(const TValue &/* value */) { }
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/// Sets the value of the action
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virtual TValue getValue() const { return (CAction::TValue)0; }
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/// Returns true if the property is continuous
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virtual bool isContinuous() const { return false; }
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/// 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.
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uint32 Timeout; // TODO: remove?
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/// Gamecycle to measure time between sending and ack (impulsions only)
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NLMISC::TGameCycle GameCycle; // TEMP?
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TActionCode Code;
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TPropIndex PropertyCode;
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TCLEntityId Slot;
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protected:
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/// Default ctor that initialize Timeout value
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CAction ();
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/** This function transform the internal field and transform them into a buffer for the UDP connection.
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* \param buffer pointer to the buffer where the data will be written
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* \size size of the buffer
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*/
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virtual void pack (NLMISC::CBitMemStream &/* message */) { }
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/** This method intialises the action with a default state */
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virtual void reset() { }
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friend class CActionFactory;
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private:
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uint32 _Priority;
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};
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class CActionImpulsion : public CAction
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{
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public:
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virtual ~CActionImpulsion() {}
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bool AllowExceedingMaxSize;
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};
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extern const CAction::TValue NullValue;
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}
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#endif // NL_ACTION_H
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/* End of action.h */
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