// 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 */