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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
# ifndef RY_SPHRASE_MANAGER_H
# define RY_SPHRASE_MANAGER_H
# include "nel/misc/types_nl.h"
# include "game_share/sphrase_com.h"
# include "game_share/skills.h"
# include "game_share/brick_types.h"
# include "game_share/resistance_type.h"
# include "req_skill_formula.h"
# include "brick_learned_callback.h"
# include "skill_change_callback.h"
# include "trade_common.h"
# include "interface_element.h"
# include "../time_client.h"
// ***************************************************************************
const std : : string PHRASE_DB_BOOK = " UI:PHRASE:BOOK " ;
const std : : string PHRASE_DB_PROGRESSION [ 2 ] = { " UI:PHRASE:PROGRESS_ACTIONS " , " UI:PHRASE:PROGRESS_UPGRADES " } ;
const std : : string PHRASE_DB_MEMORY = " UI:PHRASE:MEMORY " ;
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const std : : string PHRASE_DB_MEMORY_ALT = " UI:PHRASE:MEMORY_ALT " ;
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const std : : string PHRASE_DB_EXECUTE_NEXT = " UI:PHRASE:EXECUTE_NEXT:PHRASE " ;
const std : : string PHRASE_DB_EXECUTE_NEXT_IS_CYCLIC = " UI:PHRASE:EXECUTE_NEXT:ISCYCLIC " ;
const std : : string PHRASE_DB_BOTCHAT = " LOCAL:TRADING " ;
# define PHRASE_MAX_BOOK_SLOT 512
# define PHRASE_MAX_PROGRESSION_SLOT 512
# define PHRASE_MAX_MEMORY_SLOT 20
# define PHRASE_MAX_BOTCHAT_SLOT TRADE_MAX_ENTRIES
// u16 only for client/server com.
# define PHRASE_MAX_ID 65535
// For phrase execution counter
# define PHRASE_EXECUTE_COUNTER_MASK 255
const std : : string PHRASE_DB_COUNTER_NEXT = " SERVER:EXECUTE_PHRASE:NEXT_COUNTER " ;
const std : : string PHRASE_DB_COUNTER_CYCLE = " SERVER:EXECUTE_PHRASE:CYCLE_COUNTER " ;
// TODO_OPTIM: too big test for the list_sheet* each frame with 512 entries!!!
class CSuccessTableSheet ;
class CCDBNodeLeaf ;
/** Special helper class for lua export : enclose a phrase into an object accessible to lua
* This way we can setup the phrase tooltip in lua code instead of hardcoded C + + stuff letting
* the possibility to the user to customize it to his liking .
*/
class CSPhraseComAdpater : public CReflectableRefPtrTarget
{
public :
CSPhraseCom Phrase ;
REFLECT_EXPORT_START ( CSPhraseComAdpater , CInterfaceElement )
REFLECT_LUA_METHOD ( " getCastTime " , luaGetCastTime )
REFLECT_LUA_METHOD ( " getCastRange " , luaGetCastRange )
REFLECT_LUA_METHOD ( " getHpCost " , luaGetHpCost )
REFLECT_LUA_METHOD ( " getSapCost " , luaGetSapCost )
REFLECT_LUA_METHOD ( " getFocusCost " , luaGetFocusCost )
REFLECT_LUA_METHOD ( " getStaCost " , luaGetStaCost )
REFLECT_LUA_METHOD ( " getName " , luaGetName )
REFLECT_LUA_METHOD ( " getDesc " , luaGetDesc )
REFLECT_LUA_METHOD ( " getSuccessRate " , luaGetSuccessRate )
REFLECT_LUA_METHOD ( " isMagicPhrase " , luaIsMagicPhrase )
REFLECT_LUA_METHOD ( " isCombatPhrase " , luaIsCombatPhrase )
REFLECT_LUA_METHOD ( " isPowerPhrase " , luaIsPowerPhrase )
REFLECT_LUA_METHOD ( " getRegenTime " , luaGetRegenTime )
REFLECT_LUA_METHOD ( " getTotalRegenTime " , luaGetTotalRegenTime )
REFLECT_LUA_METHOD ( " getPowerDisableTime " , luaGetPowerDisableTime )
REFLECT_EXPORT_END
int luaGetCastTime ( CLuaState & ls ) ;
int luaGetCastRange ( CLuaState & ls ) ;
int luaGetHpCost ( CLuaState & ls ) ;
int luaGetSapCost ( CLuaState & ls ) ;
int luaGetSuccessRate ( CLuaState & ls ) ;
int luaGetFocusCost ( CLuaState & ls ) ;
int luaGetStaCost ( CLuaState & ls ) ;
int luaGetName ( CLuaState & ls ) ;
int luaGetDesc ( CLuaState & ls ) ;
int luaIsMagicPhrase ( CLuaState & ls ) ;
int luaIsCombatPhrase ( CLuaState & ls ) ;
int luaIsPowerPhrase ( CLuaState & ls ) ;
int luaGetRegenTime ( CLuaState & ls ) ;
int luaGetTotalRegenTime ( CLuaState & ls ) ;
int luaGetPowerDisableTime ( CLuaState & ls ) ;
} ;
// ***************************************************************************
/**
* Singleton to Get / Set Sabrina Phrase in SpellBook / Memory .
* NB : you MUST create it ( getInstance ( ) ) , before loading of ingame . xmls .
* \ author Lionel Berenguier
* \ author Nevrax France
* \ date 2003
*/
class CSPhraseManager
{
public :
static CSPhraseManager * getInstance ( )
{
if ( ! _Instance )
_Instance = new CSPhraseManager ;
return _Instance ;
}
// release singleton
static void releaseInstance ( ) ;
// The Slot 0 of the Book indicate "NoPhrase".
// The Slot 1 indicate the Edited Phrase for phrase composition, and is not "really" a part of the book.
enum { EditionSlot = 1 , BookStartSlot = 2 } ;
/// To call when The DB inGame is setup. Else, no write is made to it before. (NB: DB is updated here)
void initInGame ( ) ;
/// Reset
void reset ( ) ;
/// Call juste once when interface is built
void updateMemoryBar ( ) ;
/// Call once per pass
void update ( ) ;
// \name Book Edition
// @{
/** set a phrase on a slot.
* \ param lock special for BotChat phrase buy . when true , the phrase is never written in the book DB
* the server has to unlock it ( or delete if not confirmed )
* NO MSG SENT
*/
void setPhrase ( uint32 slot , const CSPhraseCom & phrase , bool lock = false ) ;
/** Same as setPhrase() but do not update the DB of book now
* User can use this if lot of phrase must be chaned in one time .
* User must call updateBookDB ( ) after setting all those phrases .
* Nb : suppose lock = = false .
*/
void setPhraseNoUpdateDB ( uint32 slot , const CSPhraseCom & phrase ) ;
/// update Action Book Database. You need only to use it in conjunction with setPhraseNoUpdateDB()
void updateBookDB ( ) ;
/// erase a phrase on a slot. NO MSG SENT
void erasePhrase ( uint32 slot ) ;
/// get a phrase for a slot. Empty Phrase returned if don't exist. O(logN)
const CSPhraseCom & getPhrase ( uint32 slot ) const ;
/// get the number of memory lines.
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uint32 getNbMemoryLines ( ) const { return ( uint32 ) _Memories . size ( ) ; }
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/** Allocate a Free Slot (for NEW phrase setup). 0 is not a free slot
* NB : the slot is not still correctly filled ( ) , and getPhrase ( ) will return Empty . use setPhrase ( ) just after
* \ return 0 if not possible ( eg too big )
*/
uint32 allocatePhraseSlot ( ) ;
/// true if a free slot is available (don't allocate)
bool hasFreeSlot ( ) const ;
/// get a phrase version for a slot. -1 if phrase not present. O(1)
sint32 getPhraseVersion ( uint32 slot ) const ;
// Receive a BotChat phrase Buy confirmation: NB: memorize it (and server send) if possible
void receiveBotChatConfirmBuy ( uint16 phraseId , bool confirm ) ;
// test if the given phrase is known
bool isPhraseKnown ( const CSPhraseCom & phrase ) const ;
/** Filter the BOOK DB with this brickType or skill.
* NB : if brickTypeFilter is UNKNOWN then filtered by skill
* il filterSkill is unknown , then not filtered ( all match ) . This is the default .
*/
void setBookFilter ( BRICK_TYPE : : EBrickType brickTypeFilter , SKILLS : : ESkills skillFilter ) ;
/// get the book skill filter
SKILLS : : ESkills getBookSkillFilter ( ) const { return _BookSkillFitler ; }
/// Send the PHRASE:DELETE message to the server
void sendDeleteToServer ( uint32 slot ) ;
/// Send the PHRASE:LEARN message to the server
void sendLearnToServer ( uint32 slot ) ;
/// This is a clean full delete: forget all phrase before, erase the phrase, send msg to server
void fullDelete ( uint32 slot ) ;
/** Do it only if the phrase id is only used in this memory slot
* This is a clean full delete : forget all phrase before , erase the phrase , send msg to server
*/
void fullDeletePhraseIfLast ( uint32 memoryLine , uint32 memorySlot ) ;
// @}
// \name Memory Edition
// @{
/// Memorize a phrase (no MSG send)
void memorizePhrase ( uint32 memoryLine , uint32 memorySlot , uint32 slot ) ;
/// Forget a phrase (no MSG send). NB: no-op if it is a macro
void forgetPhrase ( uint32 memoryLine , uint32 memorySlot ) ;
/// Get the phrase memorized. 0 if not found or if it is a macro
uint32 getMemorizedPhrase ( uint32 memoryLine , uint32 memorySlot ) const ;
/// Memorize a macro (no MSG send). if was a phrase, forget first (client and server)
void memorizeMacro ( uint32 memoryLine , uint32 memorySlot , uint32 macroId ) ;
/// Forget a macro. NB: no-op if it is a phrase
void forgetMacro ( uint32 memoryLine , uint32 memorySlot ) ;
/// Get the phrase memorized. 0 if not found or if it is a macro
uint32 getMemorizedMacro ( uint32 memoryLine , uint32 memorySlot ) const ;
/// return true if it is a memorized macro. false if empty or if it is a phrase
bool isMemorizedMacro ( uint32 memoryLine , uint32 memorySlot ) const ;
/// To Be called when the macro visual changes
void updateMacroShortcuts ( sint32 macroId ) ;
/// To be called when the Id changes
void deleteMacroShortcuts ( sint32 macroId ) ;
/// Only one memory line is displayed in the Memory DB. if -1, erased.
void selectMemoryLineDB ( sint32 memoryLine ) ;
/// get the selected memory line.
sint32 getSelectedMemoryLineDB ( ) const { return _SelectedMemoryDB ; }
/// Common Method to send the Memorize msg to server
void sendMemorizeToServer ( uint32 memoryLine , uint32 memorySlot , uint32 phraseId ) ;
/// Common Method to send the Forget msg to server
void sendForgetToServer ( uint32 memoryLine , uint32 memorySlot ) ;
/// count all memories that use this phrase
uint countAllThatUsePhrase ( uint32 slot ) ;
/// Forget all Memories that use this phrase slot, AND send appropriate message to server. if sendMsgOnly==true, only the msg is sent to server (no modification to local)
void forgetAllThatUsePhrase ( uint32 slot , bool sendMsgOnly = false ) ;
/// Rememorize all memories that use this slot
void rememorizeAllThatUsePhrase ( uint32 slot ) ;
/// Update all Ctrl State of the action Bar, according to macro/itemInRightHand/available states
void updateAllMemoryCtrlState ( ) ;
/// Load or save the macro
void serialMacroMemory ( NLMISC : : IStream & f ) ;
/// is this phrase sheet can be memorized / casted?
bool isPhraseCastable ( uint32 sheetId ) const ;
bool isPhraseCastable ( class CSPhraseSheet * phraseSheet ) const ;
bool isPhraseCharacBuying ( uint32 sheetId ) const ;
bool isPhraseCharacBuying ( class CSPhraseSheet * phraseSheet ) const ;
/** return getMemorizedPhrase(memoryLine, memoryIndex), only if this phrase is only used in this memory slot
* else return allocatePhraseSlot ( )
*/
uint32 getMemorizedPhraseIfLastOrNewSlot ( uint32 memoryLine , uint32 memoryIndex ) ;
// @}
// \name Phrase composition
// @{
// The phrase edited/created. If 0, it may be a phrase newly created, but not still assigned.
uint32 CompositionPhraseId ;
// For phrase created only. If not -1, then at creation, will be auto-memorized to this slot
sint32 CompositionPhraseMemoryLineDest ;
sint32 CompositionPhraseMemorySlotDest ;
/// For BotChat learning, build a phrase from .sphrase sheetId
void buildPhraseFromSheet ( CSPhraseCom & phrase , sint32 sheetId ) ;
/** For a given phrase, see if there's a matching sheet, or 0 else.
* NB : O ( 1 ) algo with respect to the number of phrase sheets
*/
sint32 getSheetFromPhrase ( const CSPhraseCom & phrase ) const ;
// @}
// \name Phrase Execution
// @{
/// Start execution from Client. Only the bitmaps are displayed. A sendExecuteToServer() or a cancelClientExecution() must follow for each clientExecute
void clientExecute ( uint32 memoryLine , uint32 memorySlot , bool cyclic ) ;
/// Common Method to send the execution msg to server
void sendExecuteToServer ( uint32 memoryLine , uint32 memorySlot , bool cyclic ) ;
/// Cancel the client execution (case when used with Move in combat for instance)
void cancelClientExecute ( bool cyclic ) ;
/// Execute a craft action (after selecting the plan and MPs), on both client and server side
void executeCraft ( uint32 memoryLine , uint32 memorySlot , uint32 planSheetId ,
std : : vector < CFaberMsgItem > & mpItemPartList , std : : vector < CFaberMsgItem > specificItemList ) ;
/// Execute a cristalize action on both client and server side
void executeCristalize ( uint32 memoryLine , uint32 memorySlot ) ;
/** Execute a default attack, on both client and server side.
* NB : try first to launch a standard action " default attack " if found ,
* calling clientExecute ( ) and sendExecuteToServer ( )
*/
void executeDefaultAttack ( ) ;
/// Search the default attack like on client. false if not found. NB: find preferly in current memoryLine
bool findDefaultAttack ( uint32 & memoryLine , uint32 & memorySlot ) ;
uint getPhraseNextExecuteCounter ( ) const { return _PhraseNextExecuteCounter ; }
uint getPhraseCycleExecuteCounter ( ) const { return _PhraseCycleExecuteCounter ; }
/// Server Execution ACK
void receiveAckExecuteFromServer ( bool cyclic , uint counterValue , bool ok ) ;
/// get the Next PhraseId Executed (0 if none)
uint32 getNextExecutePhraseId ( ) const { return _CurrentExecutePhraseIdNext ; }
/// get the Cycle PhraseId Executed (0 if none)
uint32 getCycleExecutePhraseId ( ) const { return _CurrentExecutePhraseIdCycle ; }
// @}
// \name Misc
// @{
/** Build the Text description of a phrase (spell). NB: this is a TagFormated text
* \ phraseSheetId not 0 if comes from a . sphrase Sheet = > used to show progression info , and display phrase description
* \ specialPhraseFormat if empty , format is auto selected . if " composition " , same but the text is cut under the % compostart tag .
* else take directly this format .
*/
void buildPhraseDesc ( ucstring & text , const CSPhraseCom & phrase , uint32 phraseSheetId , bool wantRequirement , const std : : string & specialPhraseFormat = std : : string ( ) ) ;
// Get the Phrase Success Rate %
sint getPhraseSuccessRate ( const CSPhraseCom & phrase ) ;
// Get the Phrase Success Rate %. Manually gives the Skill to do the comparison (for craft)
sint getCraftPhraseSuccessRate ( const CSPhraseCom & phrase , SKILLS : : ESkills skill , uint minMpLevel ) ;
// Get the Phrase Success Rate %. Manually gives the Skill to do the comparison (for Forage Extraction)
sint getForageExtractionPhraseSuccessRate ( const CSPhraseCom & phrase , SKILLS : : ESkills skill ) ;
// return the fmt according to forage terrain specializing
ucstring getForageExtractionPhraseEcotypeFmt ( const CSPhraseCom & phrase ) ;
// Get the Phrase Sap Cost
void getPhraseSapCost ( const CSPhraseCom & phrase , uint32 totalActionMalus , sint & cost , sint & costMalus ) ;
// Get the Phrase Sta Cost
void getPhraseStaCost ( const CSPhraseCom & phrase , uint32 totalActionMalus , sint & cost , sint & costMalus ) ;
// Get the Phrase Focus Cost
void getPhraseFocusCost ( const CSPhraseCom & phrase , uint32 totalActionMalus , sint & cost , sint & costMalus ) ;
// Get the Phrase Hp Cost
void getPhraseHpCost ( const CSPhraseCom & phrase , uint32 totalActionMalus , sint & cost , sint & costMalus ) ;
// Get the Phrase Cast Time
void getPhraseCastTime ( const CSPhraseCom & phrase , uint32 totalActionMalus , float & castTime , float & castTimeMalus ) ;
// Get the Phrase Range
void getPhraseMagicRange ( const CSPhraseCom & phrase , uint32 totalActionMalus , sint & range , sint & rangeMalus ) ;
// For all bricks, get the sum of the propId property
float getPhraseSumBrickProp ( const CSPhraseCom & phrase , uint propId , bool doAbs = false ) ;
/// If the temporary inventory is opened so we cant execute action
bool isExecutionInvalidCauseTempInv ( ) const ;
/// build a list of bricks that are needed in order to learn this phrase. NB: any brick already contained in the phrase are removed
void buildPhraseBrickRequirement ( uint32 phraseSheetId , std : : vector < NLMISC : : CSheetId > & bricks ) ;
/// check if all bricks of phrase meet fame requirement
bool fameRequirementOk ( uint32 phraseSheetId ) ;
/// true if interesting to list the bricks of this phrase in help
bool allowListBrickInHelp ( const CSPhraseCom & phrase ) const ;
/// return the combat restriction text (empty if not combat)
void getCombatWeaponRestriction ( ucstring & text , const CSPhraseCom & phrase , bool & usableWithMelee , bool & usableWithRange ) ;
void getCombatWeaponRestriction ( ucstring & text , sint32 phraseSheetId , bool & usableWithMelee , bool & usableWithRange ) ;
// return true if any of the Bricks contains AvoidCyclic==true (the phrase cannot be cyclic)
bool avoidCyclicForPhrase ( const CSPhraseCom & phrase ) const ;
bool avoidCyclicForPhrase ( sint32 phraseSheetId ) const ;
// Get total regeneration time for a power/aura phrase, in tick (0 if not a power/aura)
NLMISC : : TGameCycle getPowerDisableTime ( const CSPhraseCom & phrase ) const ;
// Get current time left for a power/aura phrase, in ticks (0 if not a power/aura)
NLMISC : : TGameCycle getRegenTime ( const CSPhraseCom & phrase ) const ;
// Get total time span necessary for a power/aura phrase to be available again (in ticks)
NLMISC : : TGameCycle getTotalRegenTime ( const CSPhraseCom & phrase ) const ;
/// Lookup a SuccessTable and return chance
enum TSuccessTable
{
STCombat = 0 ,
STOffensiveMagic ,
STCurativeMagic ,
STCraft ,
STExtract ,
STResistMagic ,
STResistMagicLink ,
STDodgeParry ,
NumSuccessTable
} ;
sint getSuccessRate ( TSuccessTable st , sint level , bool partialSuccess = false ) ;
// @}
// \name Phrase Execution invalidation cause of Equip
// @{
void setEquipInvalidation ( sint64 serverTick , sint invalidTickTime ) ;
void updateEquipInvalidation ( sint64 serverTick ) ;
bool isExecutionInvalidCauseEquip ( ) const ;
// @}
// \name BotChat special
// @{
// get the current skill point price of a phrase sheet
uint32 getCurrentPhraseSheetPrice ( uint32 phraseSheetId ) ;
// get the base skill point price of a phrase sheet (ie don't check if bricks learned or not)
uint32 getBasePhraseSheetPrice ( uint32 phraseSheetId ) ;
// update bot chat prices in the range [start, end[
void updateBotChatPhrasePrice ( uint start , uint end ) ;
// From a phrase required level, retrieve its section (for interface listing)
uint32 getPhraseSectionFromLevel ( uint32 level ) ;
// inverse
void getPhraseLevelFromSection ( uint32 section , uint32 & minLevel , uint32 & maxLevel ) ;
// For book display of section
void getPhraseSectionBoundFromSkillFilter ( sint & minSectionId , sint & maxSectionId ) ;
// Client Side Rolemaster phrase generation. return the number of db node filled
uint fillRoleMasterGenericPhrase ( uint32 rmFlags , uint32 rmRace ) ;
// @}
/// true if the compareSkill is compatible with this combat phrase, eg more restrictive for instance
bool skillCompatibleWithCombatPhrase ( SKILLS : : ESkills compareSkill , const std : : vector < NLMISC : : CSheetId > & phraseBricks ) const ;
bool skillCompatibleWithSpecialPowerPhrase ( SKILLS : : ESkills compareSkill , const std : : vector < NLMISC : : CSheetId > & phraseBricks ) const ;
/// true if phrase is usable with empty hands
bool phraseUsableWithEmptyHands ( const std : : vector < NLMISC : : CSheetId > & phraseBricks ) const ;
// get total action malus
uint32 getTotalActionMalus ( const CSPhraseCom & phrase ) const ;
void updateAllActionRegen ( ) ;
void touchRegenTickRangeFlag ( ) { _RegenTickRangeTouched = true ; }
static uint64 getPhraseRequiredFlags ( const CSPhraseCom & phrase ) ;
// ****************
private :
/// Constructor
CSPhraseManager ( ) ;
~ CSPhraseManager ( ) ;
static CSPhraseManager * _Instance ;
typedef std : : map < uint32 , CSPhraseCom > TPhraseMap ;
typedef TPhraseMap : : iterator ItPhraseMap ;
typedef std : : map < CSPhraseCom , uint32 > TPhraseToSheet ; // map each phrase to its sheet id
// Map of All Phrase. Contains the Book + some system phrase (1: the Edition Phrase)
TPhraseMap _PhraseMap ;
TPhraseToSheet _PhraseToSheet ;
std : : set < sint32 > _RegenPhrases ;
// timeouts for the power / auras bricks
CTickRange _BrickRegenRange [ 64 ] ;
// Shortcut To Phrases Leaves
std : : vector < CCDBNodeLeaf * > _BookDbLeaves ;
std : : vector < CCDBNodeLeaf * > _MemoryDbLeaves ;
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std : : vector < CCDBNodeLeaf * > _MemoryAltDbLeaves ;
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CCDBNodeLeaf * _NextExecuteLeaf ;
CCDBNodeLeaf * _NextExecuteIsCyclicLeaf ;
// extra client data
struct CPhraseClient
{
sint32 Version ;
bool Lock ;
CPhraseClient ( )
{
Version = 0 ;
Lock = false ;
}
} ;
std : : vector < CPhraseClient > _PhraseClient ;
uint32 _MaxSlotSet ;
std : : vector < uint32 > _FreeSlots ;
bool _RegenTickRangeTouched ;
// Memory
struct CMemorySlot
{
// Is this a macro
bool IsMacro ;
// Is his visual dirty?
bool IsMacroVisualDirty ;
// Macro or PhraseId
uint32 Id ;
CMemorySlot ( )
{
IsMacro = false ;
IsMacroVisualDirty = false ;
Id = 0 ;
}
// suppose Id==0 is valid for a macro, but not for a phrase
bool isEmpty ( ) const
{
return Id = = 0 & & IsMacro = = false ;
}
// Macro possible only if IsMacro==true
bool isMacro ( ) const
{
return IsMacro ;
}
// phrase only if not macro, and Id!=0
bool isPhrase ( ) const
{
return ! IsMacro & & Id ! = 0 ;
}
} ;
struct CMemoryLine
{
CMemorySlot Slot [ PHRASE_MAX_MEMORY_SLOT ] ;
} ;
std : : vector < CMemoryLine > _Memories ;
sint32 _SelectedMemoryDB ;
void updateMemoryDBAll ( ) ;
void updateMemoryDBSlot ( uint32 memorySlot ) ;
// The number of entries setuped to not 0
uint _LastBookNumDbFill ;
// The Book filter.
SKILLS : : ESkills _BookSkillFitler ;
BRICK_TYPE : : EBrickType _BookBrickTypeFilter ;
// true if the phrase is "compatbile" with _BookSkillFitler
bool matchBookSkillFilter ( const CSPhraseCom & phrase ) const ;
uint32 _PhraseNextExecuteCounter ;
uint32 _PhraseCycleExecuteCounter ;
bool _InitInGameDone ;
/// unlock a phrase (for BotChat Phrase buy confirmation)
void unlockPhrase ( uint32 slot ) ;
// Phrase compute related
CSuccessTableSheet * _SuccessTableSheet [ NumSuccessTable ] ;
void loadSuccessTable ( ) ;
// The user was indoor
bool _UserIndoor ;
// called by getPhraseSuccessRate() public
sint getPhraseSuccessRate ( TSuccessTable st , const CSPhraseCom & phrase , sint skillValue , uint minMpLevel ) ;
// real stuff
void setPhraseInternal ( uint32 slot , const CSPhraseCom & phrase , bool lock , bool updateDB ) ;
// If the local counter and server counter are same, then view will be hid.
bool isPhraseNextExecuteCounterSync ( ) const ;
bool isPhraseCycleExecuteCounterSync ( ) const ;
// setup by AH. -1 if not activated
sint32 _CurrentExecuteLineNext ;
sint32 _CurrentExecuteSlotNext ;
uint32 _CurrentExecutePhraseIdNext ;
sint32 _CurrentExecuteLineCycle ;
sint32 _CurrentExecuteSlotCycle ;
uint32 _CurrentExecutePhraseIdCycle ;
// For debug only. setuped by sendExecuteToServer() in local mode only
sint64 _PhraseDebugEndNextAction ;
sint64 _PhraseDebugEndCyclicAction ;
friend class CHandlerPhraseCounterUpdate ;
friend class CHandlerPhraseDebugClient ;
// Equip invalidation
sint64 _EquipInvalidationEnd ;
sint64 _CurrentServerTick ;
// update the execution views
void updateExecutionDisplay ( ) ;
// update the memory ctrl
void updateMemoryCtrlState ( uint memorySlot , class CDBCtrlSheet * ctrl , SKILLS : : ESkills itemSkill ) ;
// update the ith memory ctrl in the action bar
void updateMemoryCtrlState ( uint memorySlot ) ;
// Shortcut To PhraseSheets Leaves in BotChat
std : : vector < CCDBNodeLeaf * > _BotChatPhraseSheetLeaves ;
std : : vector < CCDBNodeLeaf * > _BotChatPhrasePriceLeaves ;
// For phrase compatibility with enchant weapon special power
NLMISC : : CSheetId _EnchantWeaponMainBrick ;
// \name Phrase sheet progression
// @{
enum TProgressType
{
ActionProgress = 0 ,
UpgradeProgress ,
NumProgressType
} ;
std : : vector < CCDBNodeLeaf * > _ProgressionDbSheets [ NumProgressType ] ;
std : : vector < CCDBNodeLeaf * > _ProgressionDbLevels [ NumProgressType ] ;
std : : vector < CCDBNodeLeaf * > _ProgressionDbLocks [ NumProgressType ] ;
// For each skill, which phrase are learned when the skill is gained
class CPhraseProgressInfo
{
public :
uint32 SheetId ;
uint32 Level ;
} ;
friend class CPhraseSortEntry ;
class CPhraseProgression
{
public :
// All the phrase that can be learned at this level, anbd the required level of the skill
std : : vector < CPhraseProgressInfo > Phrases ;
} ;
CPhraseProgression _ProgressionPhrases [ SKILLS : : NUM_SKILLS ] ;
// For each phrase SheetId, gives the required Skill formula (for help)
typedef std : : map < uint32 , CReqSkillFormula > TPhraseReqSkillMap ;
TPhraseReqSkillMap _PhraseReqSkillMap ;
// For db fill
uint _LastProgressionNumDbFill [ NumProgressType ] ;
// For db update when a brick is learned
class CProgressionUpdate : public IBrickLearnedCallback , public ISkillChangeCallback
{
public :
virtual void onBrickLearned ( )
{
CSPhraseManager * pPM = CSPhraseManager : : getInstance ( ) ;
pPM - > updatePhraseProgressionDB ( ) ;
}
virtual void onSkillChange ( )
{
CSPhraseManager * pPM = CSPhraseManager : : getInstance ( ) ;
pPM - > updatePhraseProgressionDB ( ) ;
}
} ;
friend class CProgressionUpdate ;
CProgressionUpdate _ProgressionUpdate ;
// methods
void updatePhraseProgressionDB ( ) ;
// called at initInGame
void computePhraseProgression ( ) ;
void insertProgressionSkillRecurs ( SKILLS : : ESkills skill , uint32 value , sint * skillReqLevel , std : : vector < SKILLS : : ESkills > & skillsToInsert ) ;
// @}
/// return the skill of the root
SKILLS : : ESkills getPhraseRootSkill ( const std : : vector < NLMISC : : CSheetId > & phraseBricks ) const ;
/// return true if all the requirement in order to learn this prhase are met.
bool phraseRequirementOk ( uint32 phraseSheetId ) ;
/// Execution ACK reception
// @{
struct CAckExecuteEntry
{
enum TState
{
WaitAck = 0 ,
OK ,
KO
} ;
TState State ;
uint32 Counter ;
sint32 MemoryLine ;
sint32 MemorySlot ;
uint32 PhraseId ;
} ;
typedef std : : deque < CAckExecuteEntry > TAckExecuteList ;
TAckExecuteList _AckExecuteCycleList ;
TAckExecuteList _AckExecuteNextList ;
void appendCurrentToAckExecute ( bool cyclic ) ;
void resetAckExecuteList ( bool cyclic ) ;
// @}
ucstring formatMalus ( sint base , sint malus ) ;
ucstring formatMalus ( float base , float malus ) ;
std : : string formatBonusMalus ( sint32 base , sint32 mod ) ;
// Special for combat: Build the "phrase skill compatible" formula
// NB: Use a ReqSkillFormula, but don't use the value part, cause no requirement is made on it
CReqSkillFormula buildCombatPhraseSkillFormula ( const std : : vector < NLMISC : : CSheetId > & phraseBricks ) const ;
// For Magic and Magic Staff
uint32 getSpellLevel ( const std : : vector < NLMISC : : CSheetId > & phraseBricks ) const ;
// For Magic
void getResistMagic ( bool resistMagic [ RESISTANCE_TYPE : : NB_RESISTANCE_TYPE ] , const std : : vector < NLMISC : : CSheetId > & phraseBricks ) ;
void updateAllMemoryCtrlRegenTickRange ( ) ;
void updateMemoryCtrlRegenTickRange ( uint memorySlot , CDBCtrlSheet * ctrl ) ;
void updateMemoryCtrlRegenTickRange ( uint memorySlot ) ;
CDBCtrlSheet * getMemorySlotCtrl ( uint memorySlot ) ;
2011-05-26 12:33:04 +00:00
CDBCtrlSheet * getMemoryAltSlotCtrl ( uint memorySlot ) ;
2010-05-06 00:08:41 +00:00
CTickRange getRegenTickRange ( const CSPhraseCom & phrase ) const ;
CCDBNodeLeaf * getRegenTickRangeDbLeaf ( uint powerIndex ) const ;
// get regen tick range for a specific power, from the database
CTickRange getRegenTickRange ( uint powerIndex ) const ;
public :
// tmp for test : set regen tick range locally
void setRegenTickRange ( uint powerIndex , const CTickRange & tickRange ) ;
} ;
# endif // NL_SPHRASE_MANAGER_H
/* End of sphrase_manager.h */