EQ2EMu/EQ2/source/common/opcodemgr.h
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2020-02-28 09:17:24 -05:00

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/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator 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, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OPCODE_MANAGER_H
#define OPCODE_MANAGER_H
#include "types.h"
#include "Mutex.h"
#include "emu_opcodes.h"
#include <map>
using namespace std;
class OpcodeManager {
public:
OpcodeManager();
virtual ~OpcodeManager() {}
virtual bool Mutable() { return(false); }
virtual bool LoadOpcodes(const char *filename) = 0;
virtual bool LoadOpcodes(map<string, uint16>* eq) = 0;
virtual bool ReloadOpcodes(const char *filename) = 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 void Set(EmuOpcode emu_op, uint16 eq_op) = 0;
virtual ~OpcodeSetStrategy(){}
};
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);
static bool LoadOpcodesMap(map<string, uint16>* eq, OpcodeSetStrategy *s);
};
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);
virtual bool LoadOpcodes(map<string, uint16>* eq);
virtual bool ReloadOpcodes(const char *filename);
virtual uint16 EmuToEQ(const EmuOpcode emu_op);
virtual EmuOpcode EQToEmu(const uint16 eq_op);
protected:
class SharedMemStrategy : public OpcodeManager::OpcodeSetStrategy {
public:
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);
virtual bool LoadOpcodes(map<string, uint16>* eq);
virtual bool ReloadOpcodes(const char *filename);
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:
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);
virtual bool LoadOpcodes(map<string, uint16>* eq);
virtual bool ReloadOpcodes(const char *filename);
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);
virtual bool LoadOpcodes(map<string, uint16>* eq);
virtual bool ReloadOpcodes(const char *filename);
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:
map<EmuOpcode, uint16> emu_to_eq;
map<uint16, EmuOpcode> eq_to_emu;
};
#endif