// 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 . #ifndef RY_SBRICK_MANAGER_H #define RY_SBRICK_MANAGER_H #include "nel/misc/types_nl.h" #include "../client_sheets/sbrick_sheet.h" #include "game_share/sabrina_com.h" #include "game_share/skills.h" #include "../cdb.h" #include "brick_learned_callback.h" // *************************************************************************** /** * Manager of Sabrina Bricks. * \author Lionel Berenguier * \author Nevrax France * \date 2003 */ class CSBrickManager { public: ~CSBrickManager(); ///get the singleton 's instance static CSBrickManager* getInstance() { if (!_Instance) _Instance = new CSBrickManager; return _Instance; } // release singleton static void releaseInstance(); // Initialize by loading bricks done at init time void init(); // Init the rest done at initInGame time void initInGame(); // Uninit in game data void uninitInGame(); /** * get a brick from its sheetId * param id : the id of the sheet */ CSBrickSheet *getBrick(const NLMISC::CSheetId &id) const { std::map::const_iterator it = _Bricks.find(id); if (it == _Bricks.end()) return NULL; return it->second; } /** * \return a sheet id of a brick */ NLMISC::CSheetId getBrickSheet(uint family, uint index) const; /** * \return a family bit set */ sint64 getKnownBrickBitField(uint family) const; /** * \return the DB pointing on the BitField for this family. */ class CCDBNodeLeaf* getKnownBrickBitFieldDB(uint family) const; /** * \return true if the brick is learn by the player. */ bool isBrickKnown(CSBrickSheet *brick) const { if(!brick) return false; // IndexInFamily-1 because start at 1 in the sheets return ( getKnownBrickBitField(brick->BrickFamily) & ( sint64(1)<<(brick->IndexInFamily-1)) )!=0; } /// same with sheetId bool isBrickKnown(NLMISC::CSheetId id) const { return isBrickKnown(getBrick(id)); } /// Get list of all bricks for a family const std::vector &getFamilyBricks(uint family) const; /// Get list of all root bricks const std::vector &getRootBricks() const {return _Roots;} /// Get the SabrinaCom info retriever. const CSabrinaCom &getSabrinaCom() const {return _SabrinaCom;} /// Get the Interface Brick (visual only) related to a skill NLMISC::CSheetId getVisualBrickForSkill(SKILLS::ESkills s); /// Get the Interface Brick (visual only) used to remove a optional or credit brick NLMISC::CSheetId getInterfaceRemoveBrick(); /// Modify a list of bricks to keep only the knowns one void filterKnownBricks(std::vector &bricks); /// \name Brick Properties // @{ // get a prop Id from its name. uint getBrickPropId(const std::string &name); // Important Ids for properties (to compute cost, range etc...). uint HpPropId; uint SapPropId; uint StaPropId; uint StaWeightFactorId; uint FocusPropId; uint CastTimePropId; uint RangePropId; // @} // append to the set a callback when a brick is learned void appendBrickLearnedCallback(IBrickLearnedCallback *cb); void removeBrickLearnedCallback(IBrickLearnedCallback *cb); protected: /// Constructor CSBrickManager(); ///singleton's instance static CSBrickManager* _Instance; //number of families uint _NbFamily; //number of bricks in each family std::vector _NbBricksPerFamily; ///map linking a sheet id to a brick record. std::map _Bricks; ///structure storing all bricks. each entry of the vector represent a family, described by a vector containing all the bricks ///of the family std::vector > _SheetsByFamilies; ///vector of bit fields describing the known bricks of each family std::vector _FamiliesBits; /// list of roots only std::vector _Roots; /// Mapper of SkillToBrick NLMISC::CSheetId _VisualBrickForSkill[SKILLS::NUM_SKILLS]; void makeRoots(); void checkBricks(); void makeVisualBrickForSkill(); // GameShare infos on Sabrina. class CBrickContainer : public CSabrinaCom::IBrickContainer { virtual sint32 getSabrinaCost(NLMISC::CSheetId id) const; virtual float getSabrinaRelativeCost(NLMISC::CSheetId id) const; virtual sint32 getNumParameters(NLMISC::CSheetId id) const; virtual BRICK_FAMILIES::TBrickFamily getBrickFamily(NLMISC::CSheetId id, uint& indexInFamily) const; virtual BRICK_TYPE::EBrickType getBrickType(NLMISC::CSheetId id) const; virtual TOOL_TYPE::TCraftingToolType getFaberPlanToolType(NLMISC::CSheetId id) const; }; CBrickContainer _BrickContainer; CSabrinaCom _SabrinaCom; // Brick Properties std::map _BrickPropIdMap; void compileBrickProperties(); // see getInterfaceRemoveBrick NLMISC::CSheetId _InterfaceRemoveBrick; // Observer when a brick is learned struct CBrickFamilyObs : public ICDBNode::IPropertyObserver { CSBrickManager *Owner; virtual void update (ICDBNode *node); }; friend struct CBrickFamilyObs; CBrickFamilyObs _BrickFamilyObs; typedef std::set TBLCBSet; TBLCBSet _BrickLearnedCallbackSet; }; #endif // NL_SBRICK_MANAGER_H /* End of sbrick_manager.h */