112 lines
3.8 KiB
C++
112 lines
3.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RYZOM_FABER_ACTION_H
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#define RYZOM_FABER_ACTION_H
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#include "nel/misc/types_nl.h"
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//
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#include "game_share/brick_families.h"
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#include "game_share/item_type.h"
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#include "game_share/egs_sheets/egs_static_game_item.h"
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class CFaberPhrase;
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/// Macro used to declare a Sabrina Faber action ( i.e. : Sword Faber )
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#define FABER_ACTION_FACTORY(_class_,_type_) \
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class _class_##Factory : public IFaberActionFactory \
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{\
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public:\
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_class_##Factory()\
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{\
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for (uint i = 0; i < Factories.size(); i++ ){ \
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if ( Factories[i].first == _type_){nlerror("<IFaberActionFactory buildPhrase> item type %s is affected to more than one class",ITEM_TYPE::toString(_type_).c_str() );}} \
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Factories.push_back(std::make_pair(_type_,this));\
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};\
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protected:\
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IFaberAction * build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase )\
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{\
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_class_ *inst = new _class_;\
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if ( !inst->build( actorRowId, bricks, phrase ) ){delete inst;return NULL;} \
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return inst;\
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}\
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};\
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_class_##Factory* _class_##FactoryInstance = new _class_##Factory;
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// CFaber action, interface and common members
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class IFaberAction
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{
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public:
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bool build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase* phrase )
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{
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if ( !checkSentenceValidity( bricks, phrase ) ) return false;
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return true;
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}
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virtual void apply(CFaberPhrase * phrase) = 0;
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virtual void systemApply(CFaberPhrase * phrase) = 0;
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protected:
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//check sentence validity
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virtual bool checkSentenceValidity( const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase ) = 0;
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};
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/**
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* class factory for sabrina Faber action
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* \author Nicolas Brigand
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* \author Nevrax France
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* \date 2003
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*/
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class IFaberActionFactory
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{
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public:
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/// clear the class factory
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static void clear();
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/**
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* Build the desired step from a primitive node
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* \param prim : the primitive node used to build the step
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* \return a pointer on the built step (NULL if failure)
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*/
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inline static IFaberAction * buildAction( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase )
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{
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//get the root brick family
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for ( uint i = 0; i < Factories.size(); i++ )
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{
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if ( Factories[i].first == ( (CStaticItem *) bricks[0] )->Type )
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{
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return Factories[i].second->build( actorRowId, bricks, phrase );
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}
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}
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nlwarning( "<IFaberActionFactory buildAction> the item type %s has no corresponding faber action class", ITEM_TYPE::toString( ((CStaticItem*)bricks[0])->Type ).c_str() );
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return NULL;
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}
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protected:
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/**
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* Create a step from parameters
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* \param params : a vector of vector of strings describing the step params
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* \return a pointer on the built step (NULL if failure)
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*/
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virtual IFaberAction * build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& brickIds, CFaberPhrase * phrase ) = 0;
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static std::vector< std::pair< ITEM_TYPE::TItemType , IFaberActionFactory* > > Factories;
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};
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#endif // RYZOM_FABER_ACTION_H
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/* End of faber_action.h */
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