// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef CL_PEOPLE_INTERRACTION_H
#define CL_PEOPLE_INTERRACTION_H
#include "people_list.h"
#include "chat_filter.h"
#include "nel/misc/smart_ptr.h"
class CChatWindow;
class CFilteredChatSummary;
// ***************************************************************************
#define TEAM_DB_PATH "SERVER:GROUP"
// ***************************************************************************
// max number of people in the team
const uint MaxNumPeopleInTeam = 8;
// max number of user chats
const uint MaxNumUserChats = 5;
// ***************************************************************************
/** Infos about a party chat
*/
struct CPartyChatInfo
{
uint32 ID;
CChatWindow *Window;
NLMISC::CSmartPtr Filter;
};
// ***************************************************************************
// a chat filter and the associated window
class CFilteredChat
{
public:
CChatWindow *Window;
CChatTargetFilter Filter;
public:
CFilteredChat() : Window(NULL) {}
~CFilteredChat()
{
if (Window)
{
nlwarning("window not released");
}
}
void release()
{
if (Window)
{
CChatWindowManager &cwm = getChatWndMgr();
cwm.removeChatWindow(Window);
Window = NULL;
}
}
};
// ***************************************************************************
/** Standard inputs for the chat
*/
class CChatStdInput
{
public:
CChatInputFilter AroundMe;
CChatInputFilter Region;
CChatInputFilter Team;
CChatInputFilter Guild;
CChatInputFilter SystemInfo;
CChatInputFilter Universe;
CChatInputFilter Tell;
CChatInputFilter DebugInfo;
// YuboChat (special telnet chat for Game Masters, same channel as the Yubo Klient)
CChatInputFilter YuboChat;
// Dynamic Chat. A fixed number of chat that can be assign
CChatInputFilter DynamicChat[CChatGroup::MaxDynChanPerPlayer];
public:
void registerListeningWindow(CChatWindow *cw);
CChatStdInput()
{
AroundMe.FilterType = CChatGroup::arround;
Region.FilterType = CChatGroup::region;
Team.FilterType = CChatGroup::team;
Guild.FilterType = CChatGroup::guild;
SystemInfo.FilterType = CChatGroup::system;
Tell.FilterType = CChatGroup::tell;
YuboChat.FilterType = CChatGroup::yubo_chat;
Universe.FilterType = CChatGroup::universe;
for(uint i=0;i PartyChats;
uint32 CurrPartyChatID;
//
CChatStdInput ChatInput;
//
//CFilteredChat MainChat;
CFilteredChat ChatGroup;
CFilteredChat AroundMe;
CFilteredChat DebugConsole;
// additionnal user chats
CFilteredChat UserChat[MaxNumUserChats];
CFilteredChat TheUserChat;
// Id of last people who talked
ucstring LastSenderName;
// system message
struct CSysMsg
{
ucstring Str;
std::string Cat;
};
// system message buffer
std::vector SystemMessageBuffer;
public:
// ctor
CPeopleInterraction();
//
void init(); // init the people lists, create basic chats
//
void initAfterLoad(); // must call after load time to reset prompt color, default channel etc...
//
void release(); // removes every people list & chat windows
//
/** from a group container ID, returns a pointer on the people list and a people index
* \return false is the id was invalid
*/
bool getPeopleFromContainerID(const std::string &id, CPeopleList *&peopleList, uint &index);
/** Get the people list & index that triggered the current menu.
*/
bool getPeopleFromCurrentMenu(CPeopleList *&peopleList, uint &index);
/** Get the people list that triggered the current menu
*/
CPeopleList *getPeopleListFromCurrentMenu();
/** Get a people list from its container id
*/
CPeopleList *getPeopleListFromContainerID(const std::string &id);
/** From a window, get the associated filtered chat (or NULL if none)
*/
CFilteredChat *getFilteredChatFromChatWindow(CChatWindow *cw);
bool testValidPartyChatName(const ucstring &name);
bool removePartyChat(CChatWindow *window);
void removeAllPartyChat();
/**
* create a named party chat.
*/
bool createNewPartyChat(const ucstring &title);
static void assignPartyChatMenu(CChatWindow *partyChat);
/// \name CONTACT LIST
// @{
// ask the server to add/move/remove a contact
void askAddContact(const ucstring &contactName, CPeopleList *pl);
void askMoveContact(uint peopleIndexInSrc, CPeopleList *plSRC, CPeopleList *plDST);
void askRemoveContact(uint peopleIndex, CPeopleList *pl);
// init contact list (from server typically)
void initContactLists( const std::vector &vFriendListName,
const std::vector &vFriendListOnline,
const std::vector &vIgnoreListName );
// Friend list == 0 // Ignore list == 1
void addContactInList(uint32 contactId, uint32 nameID, TCharConnectionState Online, uint8 nList);
void addContactInList(uint32 contactId, const ucstring &name, TCharConnectionState Online, uint8 nList);
bool isContactInList(const ucstring &name, uint8 nList) const;
// Called each frame to receive name from IOS
void updateWaitingContacts();
// server decide to remove a contact (if it does not exists anymore)
void removeContactFromList(uint32 contactId, uint8 nList);
// server update the online status
void updateContactInList(uint32 contactId, TCharConnectionState online, uint nList);
// @}
// save info about user chats
bool saveUserChatsInfos(NLMISC::IStream &f);
// restore infos about user chats
bool loadUserChatsInfos(NLMISC::IStream &f);
// remove all the user chats
void removeAllUserChats();
// refrech the 'active' state of user chats : useful when a virtual desktop change occurs
void refreshActiveUserChats();
// Create a user chat at the given index. The target user chat must be empty
void createUserChat(uint index);
// Test if the given chat is a user chat (this includes the main chat)
bool isUserChat(CChatWindow *cw) const;
void talkInDynamicChannel(uint32 channelNb,ucstring sentence);
CChatGroupWindow *getChatGroupWindow() const;
void updateAllFreeTellerHeaders();
void removeAllFreeTellers();
private:
// create various chat & people lists
void createTeamChat();
void createTeamList();
void createFriendList();
void createIgnoreList();
//
void createSystemInfo();
void createAroundMeWindow();
void createRegionWindow();
void createUniverseWindow();
void createTellWindow();
void createGuildChat();
void createDebugInfo();
void createChatGroup(); // Create chat group containing all other chat
void createTheUserChat();
void createYuboChat(); // (special telnet chat for Game Masters, same channel as the Yubo Klient)
void createDynamicChats();
//
void initStdInputs();
//
// build summary about a filtered chat
void buildFilteredChatSummary(const CFilteredChat &src, CFilteredChatSummary &dest);
void saveFilteredChat(NLMISC::IStream &f, const CFilteredChat &src);
// setup a user chat from its summary
void setupUserChatFromSummary(const CFilteredChatSummary &summary, CFilteredChat &dest);
private:
// Contact waiting their name (received by string_manager) to be added
struct SWaitingContact
{
uint32 ContactId;
uint32 NameId;
uint8 List;
TCharConnectionState Online;
};
std::vector WaitingContacts;
};
// instance of class that manage people lists
extern CPeopleInterraction PeopleInterraction;
#endif