mirror of
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178 lines
6.0 KiB
C++
178 lines
6.0 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(category_name, rule_name) \
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RuleManager::Instance()->GetIntRule( RuleManager::Int__##rule_name )
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#define RuleR(category_name, rule_name) \
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RuleManager::Instance()->GetRealRule( RuleManager::Real__##rule_name )
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#define RuleB(category_name, rule_name) \
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RuleManager::Instance()->GetBoolRule( RuleManager::Bool__##rule_name )
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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(category_name, rule_name, default_value, notes) \
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Int__##rule_name,
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#include "ruletypes.h"
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_IntRuleCount
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} IntType;
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static const int IntRuleCount = static_cast<int>(_IntRuleCount);
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typedef enum {
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#define RULE_REAL(category_name, rule_name, default_value, notes) \
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Real__##rule_name,
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#include "ruletypes.h"
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_RealRuleCount
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} RealType;
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static const int RealRuleCount = static_cast<int>(_RealRuleCount);
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typedef enum {
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#define RULE_BOOL(category_name, rule_name, default_value, notes) \
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Bool__##rule_name,
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#include "ruletypes.h"
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_BoolRuleCount
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} BoolType;
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static const int BoolRuleCount = static_cast<int>(_BoolRuleCount);
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typedef enum {
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#define RULE_CATEGORY(category_name) \
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Category__##category_name,
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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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{
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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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int 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 std::string GetRuleName(IntType t) { return s_RuleInfo[static_cast<int>(t)].name; }
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static std::string GetRuleName(RealType t) { return s_RuleInfo[static_cast<int>(t) + IntRuleCount].name; }
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static std::string GetRuleName(BoolType t) { return s_RuleInfo[static_cast<int>(t) + IntRuleCount + RealRuleCount].name; }
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static const std::string &GetRuleNotes(IntType t) { return s_RuleInfo[static_cast<int>(t)].notes; }
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static const std::string &GetRuleNotes(RealType t) { return s_RuleInfo[static_cast<int>(t) + IntRuleCount].notes; }
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static const std::string &GetRuleNotes(BoolType t) { return s_RuleInfo[static_cast<int>(t) + IntRuleCount + RealRuleCount].notes; }
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static uint32 CountRules() { return RulesCount; }
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static CategoryType FindCategory(const std::string &category_name);
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bool ListRules(const std::string &category_name, std::vector <std::string> &l);
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bool ListCategories(std::vector <std::string> &l);
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bool GetRule(const std::string &rule_name, std::string &rule_value);
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bool SetRule(
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const std::string &rule_name,
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const std::string &rule_value,
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Database *db = nullptr,
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bool db_save = false,
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bool reload = false
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);
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int GetActiveRulesetID() const { return m_activeRuleset; }
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std::string GetActiveRuleset() const { return m_activeName; }
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static bool ListRulesets(Database *db, std::map<int, std::string> &l);
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void ResetRules(bool reload = false);
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bool LoadRules(Database *db, const std::string &rule_set_name, bool reload = false);
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void SaveRules(Database *db, const std::string &rule_set_name);
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bool UpdateInjectedRules(Database *db, const std::string &rule_set_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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int m_RuleIntValues[IntRuleCount];
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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 std::string &rule_name, RuleType &type_into, uint16 &index_into);
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static std::string _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 std::string &rule_set_name);
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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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std::string name;
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CategoryType category;
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RuleType type;
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uint16 rule_index;
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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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