khanat-opennel-code/code/ryzom/client/src/interface_v3/sphrase_manager.h
2011-05-26 14:33:04 +02:00

717 lines
28 KiB
C++

// 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";
const std::string PHRASE_DB_MEMORY_ALT="UI:PHRASE:MEMORY_ALT";
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.
uint32 getNbMemoryLines() const { return (uint32)_Memories.size(); }
/** 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;
std::vector<CCDBNodeLeaf*> _MemoryAltDbLeaves;
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);
CDBCtrlSheet *getMemoryAltSlotCtrl(uint memorySlot);
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 */