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164 lines
5.6 KiB
C++
164 lines
5.6 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
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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 General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef RULESYS_H_
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#define RULESYS_H_
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/*
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* Access to the rules system in normal code is done with three calls:
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* - RuleI(category, rule) -> fetch an integer rule's value
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* - RuleR(category, rule) -> fetch a real (float) rule's value
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* - RuleB(category, rule) -> fetch a boolean/flag rule's value
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*
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*/
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//note, these macros assume there is always a RuleManager *rules in scope,
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//which makes it a global for now, but with instancing we will do exactly
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//what we do with the zone global and just make it a member of core classes
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#define RuleI(cat, rule) \
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RuleManager::Instance()->GetIntRule( RuleManager::Int__##rule )
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#define RuleR(cat, rule) \
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RuleManager::Instance()->GetRealRule( RuleManager::Real__##rule )
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#define RuleB(cat, rule) \
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RuleManager::Instance()->GetBoolRule( RuleManager::Bool__##rule )
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#include <vector>
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#include <string>
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#include <map>
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#include "types.h"
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class Database;
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class RuleManager {
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public:
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//generate our rule enums:
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typedef enum {
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#define RULE_INT(cat, rule, default_value, notes) \
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Int__##rule,
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#include "ruletypes.h"
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_IntRuleCount
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} IntType;
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typedef enum {
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#define RULE_REAL(cat, rule, default_value, notes) \
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Real__##rule,
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#include "ruletypes.h"
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_RealRuleCount
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} RealType;
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typedef enum {
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#define RULE_BOOL(cat, rule, default_value, notes) \
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Bool__##rule,
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#include "ruletypes.h"
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_BoolRuleCount
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} BoolType;
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typedef enum {
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#define RULE_CATEGORY(catname) \
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Category__##catname,
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#include "ruletypes.h"
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_CatCount
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} CategoryType;
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static RuleManager* Instance() {
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static RuleManager rules;
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return &rules;
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}
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static const IntType InvalidInt = _IntRuleCount;
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static const RealType InvalidReal = _RealRuleCount;
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static const BoolType InvalidBool = _BoolRuleCount;
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static const CategoryType InvalidCategory = _CatCount;
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static const uint32 _RulesCount = _IntRuleCount+_RealRuleCount+_BoolRuleCount;
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//fetch routines, you should generally use the Rule* macros instead of this
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int32 GetIntRule (IntType t) const;
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float GetRealRule(RealType t) const;
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bool GetBoolRule(BoolType t) const;
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//management routines
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static const char *GetRuleName(IntType t) { return(s_RuleInfo[t].name); }
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static const char *GetRuleName(RealType t) { return(s_RuleInfo[t+_IntRuleCount].name); }
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static const char *GetRuleName(BoolType t) { return(s_RuleInfo[t+_IntRuleCount+_RealRuleCount].name); }
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static const std::string &GetRuleNotes(IntType t) { return(s_RuleInfo[t].notes); }
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static const std::string &GetRuleNotes(RealType t) { return(s_RuleInfo[t+_IntRuleCount].notes); }
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static const std::string &GetRuleNotes(BoolType t) { return(s_RuleInfo[t+_IntRuleCount+_RealRuleCount].notes); }
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static uint32 CountRules() { return(_RulesCount); }
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static CategoryType FindCategory(const char *catname);
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bool ListRules(const char *catname, std::vector<const char *> &into);
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bool ListCategories(std::vector<const char *> &into);
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bool GetRule(const char *rule_name, std::string &ret_val);
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bool SetRule(const char *rule_name, const char *rule_value, Database *db = nullptr, bool db_save = false, bool reload = false);
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int GetActiveRulesetID() const { return(m_activeRuleset); }
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const char *GetActiveRuleset() const { return(m_activeName.c_str()); }
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static int GetRulesetID(Database *db, const char *rulesetname);
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static std::string GetRulesetName(Database *db, int id);
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static bool ListRulesets(Database *db, std::map<int, std::string> &into);
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void ResetRules(bool reload = false);
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bool LoadRules(Database *db, const char *ruleset = nullptr, bool reload = false);
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void SaveRules(Database *db, const char *ruleset = nullptr);
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bool UpdateInjectedRules(Database *db, const char *ruleset_name, bool quiet_update = false);
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bool UpdateOrphanedRules(Database *db, bool quiet_update = false);
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bool RestoreRuleNotes(Database *db);
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private:
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RuleManager();
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RuleManager(const RuleManager&);
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const RuleManager& operator=(const RuleManager&);
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int m_activeRuleset;
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std::string m_activeName;
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#ifdef WIN64
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uint32 m_RuleIntValues [_IntRuleCount ];
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#else
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int m_RuleIntValues [_IntRuleCount ];
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#endif
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float m_RuleRealValues[_RealRuleCount];
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uint32 m_RuleBoolValues[_BoolRuleCount];
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typedef enum {
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IntRule,
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RealRule,
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BoolRule
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} RuleType;
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static bool _FindRule(const char *rule_name, RuleType &type_into, uint16 &index_into);
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static const char *_GetRuleName(RuleType type, uint16 index);
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static const std::string &_GetRuleNotes(RuleType type, uint16 index);
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static int _FindOrCreateRuleset(Database *db, const char *ruleset);
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void _SaveRule(Database *db, RuleType type, uint16 index);
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static const char *s_categoryNames[];
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typedef struct {
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const char *name;
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CategoryType category;
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RuleType type;
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uint16 rule_index; //index into its 'type' array
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const std::string notes;
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} RuleInfo;
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static const RuleInfo s_RuleInfo[];
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};
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#endif /*RULESYS_H_*/
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