// 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 . ///////////// // INCLUDE // ///////////// #include "stdpch.h" // First include for pre-compiled headers. // Client #include "entity_sheet.h" // #include "nel/misc/string_conversion.h" using namespace NLMISC; static const CStringConversion::CPair sheetTypeStringTableDef[] = { { "CHAR", CEntitySheet::CHAR }, { "FAUNA", CEntitySheet::FAUNA }, { "FLORA", CEntitySheet::FLORA }, { "OBJECT", CEntitySheet::OBJECT }, { "FX", CEntitySheet::FX }, { "BUILDING", CEntitySheet::BUILDING }, { "ITEM", CEntitySheet::ITEM }, { "PLANT", CEntitySheet::PLANT }, { "MISSION", CEntitySheet::MISSION }, { "RACE_STATS", CEntitySheet::RACE_STATS }, { "PACT", CEntitySheet::PACT }, { "LIGHT_CYCLE", CEntitySheet::LIGHT_CYCLE }, { "WEATHER_SETUP", CEntitySheet::WEATHER_SETUP }, { "CONTINENT", CEntitySheet::CONTINENT }, { "WORLD", CEntitySheet::WORLD }, { "WEATHER_FUNCTION_PARAMS", CEntitySheet::WEATHER_FUNCTION_PARAMS }, { "BOTCHAT", CEntitySheet::BOTCHAT }, { "MISSION_ICON", CEntitySheet::MISSION_ICON }, { "SBRICK", CEntitySheet::SBRICK }, { "SPHRASE", CEntitySheet::SPHRASE }, { "SKILLS_TREE", CEntitySheet::SKILLS_TREE }, { "UNBLOCK_TITLES", CEntitySheet::UNBLOCK_TITLES }, { "SUCCESS_TABLE", CEntitySheet::SUCCESS_TABLE }, { "AUTOMATON_LIST", CEntitySheet::AUTOMATON_LIST }, { "ANIMATION_SET_LIST", CEntitySheet::ANIMATION_SET_LIST }, { "SPELL", CEntitySheet::SPELL }, { "SPELL_LIST", CEntitySheet::SPELL_LIST }, { "CAST_FX", CEntitySheet::CAST_FX }, { "EMOT", CEntitySheet::EMOT }, { "ANIMATION_FX", CEntitySheet::ANIMATION_FX }, { "ID_TO_STRING_ARRAY", CEntitySheet::ID_TO_STRING_ARRAY }, { "FORAGE_SOURCE", CEntitySheet::FORAGE_SOURCE }, { "CREATURE_ATTACK", CEntitySheet::CREATURE_ATTACK }, { "ANIMATION_FX_SET", CEntitySheet::ANIMATION_FX_SET }, { "ATTACK_LIST", CEntitySheet::ATTACK_LIST }, { "SKY", CEntitySheet::SKY }, { "TEXT_EMOT", CEntitySheet::TEXT_EMOT }, { "OUTPOST", CEntitySheet::OUTPOST }, { "OUTPOST_SQUAD", CEntitySheet::OUTPOST_SQUAD }, { "FACTION", CEntitySheet::FACTION } }; static CStringConversion sheetTypeStringTable(sheetTypeStringTableDef, sizeofarray(sheetTypeStringTableDef), CEntitySheet::UNKNOWN_SHEET_TYPE); std::vector CEntitySheet::_Debug; //----------------------------------------------- // debug : // Add string to the debug stack. //----------------------------------------------- void CEntitySheet::debug(const std::string &str) { // Add the string to the debug stack. _Debug.push_back(str); }// debug // //----------------------------------------------- // flush : // Flush the debug stack with a title parameter. //----------------------------------------------- void CEntitySheet::flush(const std::string &/* title */) { // If debug stack is not empty // temp /* if(!_Debug.empty()) { nlwarning("Bug in the form '%s':", title.c_str()); for(uint i=0; i<_Debug.size(); ++i) nlwarning(" %s", _Debug[i]); // Empty line separator nlwarning(""); // Clean the stack. _Debug.clear(); } */ }// flush // // *************************************************************************** const std::string &CEntitySheet::typeToString(TType e) { return sheetTypeStringTable.toString(e); } // *************************************************************************** CEntitySheet::TType CEntitySheet::typeFromString(const std::string &s) { return sheetTypeStringTable.fromString(s); }