162 lines
4.9 KiB
C++
162 lines
4.9 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator 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, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator 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 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef OPCODE_MANAGER_H
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#define OPCODE_MANAGER_H
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#include "types.h"
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#include "Mutex.h"
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#include "emu_opcodes.h"
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#include <map>
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using namespace std;
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class OpcodeManager {
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public:
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OpcodeManager();
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virtual ~OpcodeManager() {}
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virtual bool Mutable() { return(false); }
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virtual bool LoadOpcodes(const char *filename) = 0;
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virtual bool LoadOpcodes(map<string, uint16>* eq) = 0;
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virtual bool ReloadOpcodes(const char *filename) = 0;
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virtual uint16 EmuToEQ(const EmuOpcode emu_op) = 0;
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virtual EmuOpcode EQToEmu(const uint16 eq_op) = 0;
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static const char *EmuToName(const EmuOpcode emu_op);
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const char *EQToName(const uint16 emu_op);
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EmuOpcode NameSearch(const char *name);
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//This has to be public for stupid visual studio
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class OpcodeSetStrategy {
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public:
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virtual void Set(EmuOpcode emu_op, uint16 eq_op) = 0;
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virtual ~OpcodeSetStrategy(){}
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};
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protected:
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bool loaded; //true if all opcodes loaded
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Mutex MOpcodes; //this only protects the local machine
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//in a shared manager, this dosent protect others
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static bool LoadOpcodesFile(const char *filename, OpcodeSetStrategy *s);
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static bool LoadOpcodesMap(map<string, uint16>* eq, OpcodeSetStrategy *s);
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};
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class MutableOpcodeManager : public OpcodeManager {
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public:
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MutableOpcodeManager() : OpcodeManager() {}
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virtual bool Mutable() { return(true); }
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virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op) = 0;
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};
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#ifdef SHARED_OPCODES //quick toggle since only world and zone should possibly use this
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//keeps opcodes in shared memory
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class SharedOpcodeManager : public OpcodeManager {
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public:
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virtual ~SharedOpcodeManager() {}
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virtual bool LoadOpcodes(const char *filename);
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virtual bool LoadOpcodes(map<string, uint16>* eq);
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virtual bool ReloadOpcodes(const char *filename);
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virtual uint16 EmuToEQ(const EmuOpcode emu_op);
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virtual EmuOpcode EQToEmu(const uint16 eq_op);
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protected:
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class SharedMemStrategy : public OpcodeManager::OpcodeSetStrategy {
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public:
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void Set(EmuOpcode emu_op, uint16 eq_op);
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};
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static bool DLLLoadOpcodesCallback(const char *filename);
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};
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#endif //SHARED_OPCODES
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//keeps opcodes in regular heap memory
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class RegularOpcodeManager : public MutableOpcodeManager {
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public:
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RegularOpcodeManager();
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virtual ~RegularOpcodeManager();
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virtual bool Editable() { return(true); }
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virtual bool LoadOpcodes(const char *filename);
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virtual bool LoadOpcodes(map<string, uint16>* eq);
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virtual bool ReloadOpcodes(const char *filename);
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virtual uint16 EmuToEQ(const EmuOpcode emu_op);
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virtual EmuOpcode EQToEmu(const uint16 eq_op);
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//implement our editing interface
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virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op);
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protected:
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class NormalMemStrategy : public OpcodeManager::OpcodeSetStrategy {
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public:
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RegularOpcodeManager *it;
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void Set(EmuOpcode emu_op, uint16 eq_op);
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};
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friend class NormalMemStrategy;
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uint16 *emu_to_eq;
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EmuOpcode *eq_to_emu;
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uint32 EQOpcodeCount;
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uint32 EmuOpcodeCount;
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};
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//always resolves everything to 0 or OP_Unknown
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class NullOpcodeManager : public MutableOpcodeManager {
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public:
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NullOpcodeManager();
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virtual bool LoadOpcodes(const char *filename);
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virtual bool LoadOpcodes(map<string, uint16>* eq);
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virtual bool ReloadOpcodes(const char *filename);
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virtual uint16 EmuToEQ(const EmuOpcode emu_op);
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virtual EmuOpcode EQToEmu(const uint16 eq_op);
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//fake it, just used for testing anyways
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virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op) {}
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};
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//starts as NullOpcodeManager, but remembers any mappings set
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//could prolly have been implemented with an extension to regular,
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//by overriding its load methods to be empty.
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class EmptyOpcodeManager : public MutableOpcodeManager {
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public:
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EmptyOpcodeManager();
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virtual bool LoadOpcodes(const char *filename);
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virtual bool LoadOpcodes(map<string, uint16>* eq);
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virtual bool ReloadOpcodes(const char *filename);
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virtual uint16 EmuToEQ(const EmuOpcode emu_op);
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virtual EmuOpcode EQToEmu(const uint16 eq_op);
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//fake it, just used for testing anyways
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virtual void SetOpcode(EmuOpcode emu_op, uint16 eq_op);
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protected:
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map<EmuOpcode, uint16> emu_to_eq;
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map<uint16, EmuOpcode> eq_to_emu;
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};
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#endif
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