310 lines
9.7 KiB
C++
310 lines
9.7 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 CL_PEOPLE_INTERRACTION_H
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#define CL_PEOPLE_INTERRACTION_H
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#include "people_list.h"
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#include "chat_filter.h"
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#include "nel/misc/smart_ptr.h"
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class CChatWindow;
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class CFilteredChatSummary;
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class CFilteredDynChatSummary;
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// ***************************************************************************
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#define TEAM_DB_PATH "SERVER:GROUP"
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// ***************************************************************************
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// max number of people in the team
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const uint MaxNumPeopleInTeam = 8;
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// max number of user chats
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const uint MaxNumUserChats = 5;
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// ***************************************************************************
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/** Infos about a party chat
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*/
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struct CPartyChatInfo
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{
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uint32 ID;
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CChatWindow *Window;
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NLMISC::CSmartPtr<CChatInputFilter> Filter;
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};
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// ***************************************************************************
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// a chat filter and the associated window
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class CFilteredChat
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{
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public:
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CChatWindow *Window;
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CChatTargetFilter Filter;
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public:
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CFilteredChat() : Window(NULL) {}
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~CFilteredChat()
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{
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if (Window)
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{
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nlwarning("window not released");
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}
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}
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void release()
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{
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if (Window)
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{
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CChatWindowManager &cwm = getChatWndMgr();
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cwm.removeChatWindow(Window);
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Window = NULL;
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}
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}
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};
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// ***************************************************************************
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/** Standard inputs for the chat
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*/
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class CChatStdInput
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{
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public:
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CChatInputFilter AroundMe;
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CChatInputFilter Region;
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CChatInputFilter Team;
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CChatInputFilter Guild;
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CChatInputFilter SystemInfo;
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CChatInputFilter Universe;
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CChatInputFilter Tell;
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CChatInputFilter DebugInfo;
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// YuboChat (special telnet chat for Game Masters, same channel as the Yubo Klient)
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CChatInputFilter YuboChat;
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// Dynamic Chat. A fixed number of chat that can be assign
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CChatInputFilter DynamicChat[CChatGroup::MaxDynChanPerPlayer];
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public:
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void registerListeningWindow(CChatWindow *cw);
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CChatStdInput()
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{
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AroundMe.FilterType = CChatGroup::arround;
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Region.FilterType = CChatGroup::region;
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Team.FilterType = CChatGroup::team;
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Guild.FilterType = CChatGroup::guild;
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SystemInfo.FilterType = CChatGroup::system;
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Tell.FilterType = CChatGroup::tell;
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YuboChat.FilterType = CChatGroup::yubo_chat;
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Universe.FilterType = CChatGroup::universe;
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for(uint i=0;i<CChatGroup::MaxDynChanPerPlayer;i++)
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{
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DynamicChat[i].FilterType= CChatGroup::dyn_chat;
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DynamicChat[i].DynamicChatDbIndex= i;
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}
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}
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};
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// ***************************************************************************
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/** Class that manages interractions with other people.
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*/
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class CPeopleInterraction
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{
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public:
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// the various people lists
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CPeopleList TeamList;
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CPeopleList FriendList; // in contact_list
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CPeopleList IgnoreList; // in contact_list
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// Shortcut to chat windows (also available in the chat window manager
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CChatWindow *Region;
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CChatWindow *Universe;
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CChatWindow *TeamChat;
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CChatWindow *GuildChat;
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CChatWindow *SystemInfo;
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CChatWindow *TellWindow;
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CChatWindow *DebugInfo;
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// (special telnet chat for Game Masters, same channel as the Yubo Klient)
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CChatWindow *YuboChat;
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// Special dynamic chat
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CChatWindow *DynamicChat[CChatGroup::MaxDynChanPerPlayer];
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// List of all created party chat
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std::vector<CPartyChatInfo> PartyChats;
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uint32 CurrPartyChatID;
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//
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CChatStdInput ChatInput;
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//
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//CFilteredChat MainChat;
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CFilteredChat ChatGroup;
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CFilteredChat AroundMe;
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CFilteredChat DebugConsole;
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// additionnal user chats
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CFilteredChat UserChat[MaxNumUserChats];
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CFilteredChat TheUserChat;
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// Id of last people who talked
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ucstring LastSenderName;
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// system message
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struct CSysMsg
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{
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ucstring Str;
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std::string Cat;
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};
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// system message buffer
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std::vector<CSysMsg> SystemMessageBuffer;
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public:
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// ctor
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CPeopleInterraction();
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//
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void init(); // init the people lists, create basic chats
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//
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void initAfterLoad(); // must call after load time to reset prompt color, default channel etc...
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//
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void release(); // removes every people list & chat windows
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//
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/** from a group container ID, returns a pointer on the people list and a people index
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* \return false is the id was invalid
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*/
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bool getPeopleFromContainerID(const std::string &id, CPeopleList *&peopleList, uint &index);
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/** Get the people list & index that triggered the current menu.
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*/
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bool getPeopleFromCurrentMenu(CPeopleList *&peopleList, uint &index);
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/** Get the people list that triggered the current menu
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*/
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CPeopleList *getPeopleListFromCurrentMenu();
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/** Get a people list from its container id
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*/
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CPeopleList *getPeopleListFromContainerID(const std::string &id);
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/** From a window, get the associated filtered chat (or NULL if none)
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*/
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CFilteredChat *getFilteredChatFromChatWindow(CChatWindow *cw);
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bool testValidPartyChatName(const ucstring &name);
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bool removePartyChat(CChatWindow *window);
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void removeAllPartyChat();
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/**
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* create a named party chat.
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*/
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bool createNewPartyChat(const ucstring &title);
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static void assignPartyChatMenu(CChatWindow *partyChat);
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/// \name CONTACT LIST
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// @{
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// ask the server to add/move/remove a contact
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void askAddContact(const ucstring &contactName, CPeopleList *pl);
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void askMoveContact(uint peopleIndexInSrc, CPeopleList *plSRC, CPeopleList *plDST);
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void askRemoveContact(uint peopleIndex, CPeopleList *pl);
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// init contact list (from server typically)
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void initContactLists( const std::vector<uint32> &vFriendListName,
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const std::vector<TCharConnectionState> &vFriendListOnline,
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const std::vector<ucstring> &vIgnoreListName );
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// Friend list == 0 // Ignore list == 1
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void addContactInList(uint32 contactId, uint32 nameID, TCharConnectionState Online, uint8 nList);
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void addContactInList(uint32 contactId, const ucstring &name, TCharConnectionState Online, uint8 nList);
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bool isContactInList(const ucstring &name, uint8 nList) const;
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// Called each frame to receive name from IOS
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void updateWaitingContacts();
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// server decide to remove a contact (if it does not exists anymore)
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void removeContactFromList(uint32 contactId, uint8 nList);
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// server update the online status
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void updateContactInList(uint32 contactId, TCharConnectionState online, uint nList);
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// @}
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// save info about user chats
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bool saveUserChatsInfos(NLMISC::IStream &f);
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// restore infos about user chats
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bool loadUserChatsInfos(NLMISC::IStream &f);
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// save info about user dyn chats
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bool saveUserDynChatsInfos(NLMISC::IStream &f);
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// restore info about user dyn chats
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bool loadUserDynChatsInfos(NLMISC::IStream &f);
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// remove all the user chats
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void removeAllUserChats();
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// refrech the 'active' state of user chats : useful when a virtual desktop change occurs
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void refreshActiveUserChats();
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// Create a user chat at the given index. The target user chat must be empty
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void createUserChat(uint index);
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// Test if the given chat is a user chat (this includes the main chat)
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bool isUserChat(CChatWindow *cw) const;
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void talkInDynamicChannel(uint32 channelNb,ucstring sentence);
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CChatGroupWindow *getChatGroupWindow() const;
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void updateAllFreeTellerHeaders();
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void removeAllFreeTellers();
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static void displayTellInMainChat(const ucstring &playerName);
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private:
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// create various chat & people lists
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void createTeamChat();
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void createTeamList();
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void createFriendList();
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void createIgnoreList();
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//
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void createSystemInfo();
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void createAroundMeWindow();
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void createRegionWindow();
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void createUniverseWindow();
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void createTellWindow();
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void createGuildChat();
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void createDebugInfo();
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void createChatGroup(); // Create chat group containing all other chat
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void createTheUserChat();
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void createYuboChat(); // (special telnet chat for Game Masters, same channel as the Yubo Klient)
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void createDynamicChats();
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//
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void initStdInputs();
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//
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// build summary about a filtered chat
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void buildFilteredChatSummary(const CFilteredChat &src, CFilteredChatSummary &dest);
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void buildFilteredDynChatSummary(const CFilteredChat &src, CFilteredDynChatSummary &dest);
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void saveFilteredChat(NLMISC::IStream &f, const CFilteredChat &src);
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void saveFilteredDynChat(NLMISC::IStream &f, const CFilteredChat &src);
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// setup a user chat from its summary
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void setupUserChatFromSummary(const CFilteredChatSummary &summary, CFilteredChat &dest);
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void setupUserDynChatFromSummary(const CFilteredDynChatSummary &summary, CFilteredChat &dest);
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private:
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// Contact waiting their name (received by string_manager) to be added
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struct SWaitingContact
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{
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uint32 ContactId;
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uint32 NameId;
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uint8 List;
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TCharConnectionState Online;
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};
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std::vector<SWaitingContact> WaitingContacts;
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};
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// instance of class that manage people lists
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extern CPeopleInterraction PeopleInterraction;
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#endif
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