eqemu-server/common/opcodemgr.h
2014-08-21 19:36:50 -07:00

164 lines
5.1 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
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; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef OPCODE_MANAGER_H
#define OPCODE_MANAGER_H
#include "types.h"
#include "mutex.h"
#include "emu_opcodes.h"
#include <map>
//enable the use of shared mem opcodes for world and zone only
#ifdef ZONE
#define SHARED_OPCODES
#endif
#ifdef WORLD
#define SHARED_OPCODES
#endif
class OpcodeManager {
public:
OpcodeManager();
virtual ~OpcodeManager() {}
virtual bool Mutable() { return(false); }
virtual bool LoadOpcodes(const char *filename, bool report_errors = false) = 0;
virtual bool ReloadOpcodes(const char *filename, bool report_errors = false) = 0;
virtual uint16 EmuToEQ(const EmuOpcode emu_op) = 0;
virtual EmuOpcode EQToEmu(const uint16 eq_op) = 0;
static const char *EmuToName(const EmuOpcode emu_op);
const char *EQToName(const uint16 emu_op);
EmuOpcode NameSearch(const char *name);
//This has to be public for stupid visual studio
class OpcodeSetStrategy {
public:
virtual ~OpcodeSetStrategy() {} //shut up compiler!
virtual void Set(EmuOpcode emu_op, uint16 eq_op) = 0;
};
protected:
bool loaded; //true if all opcodes loaded
Mutex MOpcodes; //this only protects the local machine
//in a shared manager, this dosent protect others
static bool LoadOpcodesFile(const char *filename, OpcodeSetStrategy *s, bool report_errors);
};
class MutableOpcodeManager : public OpcodeManager {
public:
MutableOpcodeManager() : OpcodeManager() {}
virtual bool Mutable() { return(true); }
virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op) = 0;
};
#ifdef SHARED_OPCODES //quick toggle since only world and zone should possibly use this
//keeps opcodes in shared memory
class SharedOpcodeManager : public OpcodeManager {
public:
virtual ~SharedOpcodeManager() {}
virtual bool LoadOpcodes(const char *filename, bool report_errors = false);
virtual bool ReloadOpcodes(const char *filename, bool report_errors = false);
virtual uint16 EmuToEQ(const EmuOpcode emu_op);
virtual EmuOpcode EQToEmu(const uint16 eq_op);
protected:
class SharedMemStrategy : public OpcodeManager::OpcodeSetStrategy {
public:
virtual ~SharedMemStrategy() {} //shut up compiler!
void Set(EmuOpcode emu_op, uint16 eq_op);
};
static bool DLLLoadOpcodesCallback(const char *filename);
};
#endif //SHARED_OPCODES
//keeps opcodes in regular heap memory
class RegularOpcodeManager : public MutableOpcodeManager {
public:
RegularOpcodeManager();
virtual ~RegularOpcodeManager();
virtual bool Editable() { return(true); }
virtual bool LoadOpcodes(const char *filename, bool report_errors = false);
virtual bool ReloadOpcodes(const char *filename, bool report_errors = false);
virtual uint16 EmuToEQ(const EmuOpcode emu_op);
virtual EmuOpcode EQToEmu(const uint16 eq_op);
//implement our editing interface
virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op);
protected:
class NormalMemStrategy : public OpcodeManager::OpcodeSetStrategy {
public:
virtual ~NormalMemStrategy() {} //shut up compiler!
RegularOpcodeManager *it;
void Set(EmuOpcode emu_op, uint16 eq_op);
};
friend class NormalMemStrategy;
uint16 *emu_to_eq;
EmuOpcode *eq_to_emu;
uint32 EQOpcodeCount;
uint32 EmuOpcodeCount;
};
//always resolves everything to 0 or OP_Unknown
class NullOpcodeManager : public MutableOpcodeManager {
public:
NullOpcodeManager();
virtual bool LoadOpcodes(const char *filename, bool report_errors = false);
virtual bool ReloadOpcodes(const char *filename, bool report_errors = false);
virtual uint16 EmuToEQ(const EmuOpcode emu_op);
virtual EmuOpcode EQToEmu(const uint16 eq_op);
//fake it, just used for testing anyways
virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op) {}
};
//starts as NullOpcodeManager, but remembers any mappings set
//could prolly have been implemented with an extension to regular,
//by overriding its load methods to be empty.
class EmptyOpcodeManager : public MutableOpcodeManager {
public:
EmptyOpcodeManager();
virtual bool LoadOpcodes(const char *filename, bool report_errors = false);
virtual bool ReloadOpcodes(const char *filename, bool report_errors = false);
virtual uint16 EmuToEQ(const EmuOpcode emu_op);
virtual EmuOpcode EQToEmu(const uint16 eq_op);
//fake it, just used for testing anyways
virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op);
protected:
std::map<EmuOpcode, uint16> emu_to_eq;
std::map<uint16, EmuOpcode> eq_to_emu;
};
#endif