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256 lines
8 KiB
C++
256 lines
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 NL_ACTION_PHRASE_FABER_H
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#define NL_ACTION_PHRASE_FABER_H
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#include "nel/misc/types_nl.h"
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#include "inventory_manager.h"
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#include "game_share/rm_family.h"
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#include "game_share/brick_families.h"
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#include "game_share/item_origin.h"
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#include "skill_change_callback.h"
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// ***************************************************************************
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class CSBrickSheet;
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// ***************************************************************************
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// There is at max 10 requirement line: 5 item part, and 5 formula items
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#define MAX_ITEM_REQ_LINE 10
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#define MAX_MP_SLOT 36
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// ***************************************************************************
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/**
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* Faber Execution Manager
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2003
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*/
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class CActionPhraseFaber
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{
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public:
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/// Constructor
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CActionPhraseFaber();
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/// open the window
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void launchFaberCastWindow(sint32 memoryLine, uint memoryIndex, CSBrickSheet *rootBrick);
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/// called when the window is closed
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void onCloseFaberCastWindow();
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/// Fill the Faber Plan selection DB (no window opened)
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void fillFaberPlanSelection(const std::string &brickDB, uint maxSelection);
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/// Called when the user has selected the Plan. copy bag. the itemPlanBrick must have "FaberPlan" good infos.
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void validateFaberPlanSelection(CSBrickSheet *itemPlanBrick);
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/// Called when the user click on a slot (full or empty)
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void startMpSelection(uint itemReqLine, uint mpSlot);
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/// Called when the user validate click on a mp slot
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void validateMpSelection(uint selectId);
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/// Called when the user selected the mp quantity to change
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void validateMpSelectQuantity();
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/// Validate the execution
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void validateExecution();
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private:
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struct CItem
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{
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// Item Origin
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uint16 InventoryId; // INVENTORIES::TInventory
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uint16 IdInInventory;
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// Item State
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NLMISC::CSheetId Sheet;
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sint32 Quality;
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sint32 Quantity;
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sint32 UserColor;
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sint32 Weight;
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// BitField to know which itemReqLine has selected this Item
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uint Selected;
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// This is the original quantity in inventory
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sint32 OriginalQuantity;
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bool LockedByOwner;
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CItem() : Sheet(0)
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{
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Quality= 0;
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Quantity= 0;
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UserColor= 0;
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Weight= 0;
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Selected= 0;
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OriginalQuantity= 0;
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}
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void reset()
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{
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InventoryId= 0;
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IdInInventory= 0;
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Sheet= NLMISC::CSheetId::Unknown;
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Quality= 0;
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Quantity= 0;
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UserColor= 0;
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Weight= 0;
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Selected= 0;
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OriginalQuantity= 0;
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}
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};
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// The observer in case of skill change
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class CSkillObserver : public ISkillChangeCallback
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{
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public:
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virtual void onSkillChange();
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};
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CSkillObserver _SkillObserver;
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friend class CSkillObserver;
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// For Selection/Validate
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uint _MpSelectionItemReqLine;
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std::vector<uint> _MpCurrentSelection;
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// For Change Quantity/Validate
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uint _MpChangeQuantitySlot;
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// the Launched Action
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sint32 _ExecuteFromMemoryLine;
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uint _ExecuteFromMemoryIndex;
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CSBrickSheet *_ExecuteFromItemPlanBrick;
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// The required brick family for the rootBrick
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std::vector<BRICK_FAMILIES::TBrickFamily> _FaberPlanBrickFamilies;
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// The Inventory manipulated.
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std::vector<CItem> _InventoryMirror;
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bool _InventoryObsSetup;
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class CDBInventoryObs : public NLMISC::ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(NLMISC::ICDBNode* node);
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};
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CDBInventoryObs _DBInventoryObs;
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friend class CDBInventoryObs;
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// The animals Status
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class CDBAnimalObs : public NLMISC::ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(NLMISC::ICDBNode* node);
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};
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CDBAnimalObs _DBAnimalObs;
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friend class CDBAnimalObs;
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// The Current MP Construction for a Line of Item Requirement
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class CMPBuild
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{
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public:
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// Different Type of requirement per line
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enum TReqLineType
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{
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ItemPartReq=0, // The line requires MPs that can craft a particular ItemPart
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SpecificItemReq, // The line requires specific MP
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NumReqLineType
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};
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public:
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TReqLineType RequirementType;
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// Bkup from BrickPlan
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RM_FABER_TYPE::TRMFType FaberTypeRequired; // valid if RequirementType==ItemPartReq
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NLMISC::CSheetId SpecificItemRequired; // valid if RequirementType==SpecificItemReq
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// For each MpSlot, the Inventory index (points to _InventoryMirror), and the quantity selected
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uint Id[MAX_MP_SLOT];
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// For each MpSlot, the quantity selected
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uint QuantitySelected[MAX_MP_SLOT];
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// The quantity required for this line
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uint QuantityReq;
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// The number of mpSlot setuped (ie where quantity!=0)
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uint NumMpSlot;
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public:
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CMPBuild()
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{
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reset();
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}
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void reset()
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{
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RequirementType= ItemPartReq;
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FaberTypeRequired= RM_FABER_TYPE::Unknown;
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SpecificItemRequired= NLMISC::CSheetId::Unknown;
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QuantityReq= 0;
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NumMpSlot= 0;
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// For all slot, reset the quantities setuped
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for(uint mpSlot=0;mpSlot<MAX_MP_SLOT;mpSlot++)
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{
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QuantitySelected[mpSlot]= 0;
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Id[mpSlot]= 0; // useless, but for consistency
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}
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}
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};
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CMPBuild _MPBuild[MAX_ITEM_REQ_LINE];
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uint _MPBuildNumItemPartReq; // The number of different itempart lines requirement
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uint _MPBuildNumSpecificItemReq; // The number of different specific items lines requirement
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uint _MPBuildNumTotalItemReq; // Total of requirement
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void fillDBWithMP(const std::string &sheetBase, const CItem &item);
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void resetSelection();
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void fillSelection(const std::vector<uint> &mps);
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void filterSelectionItemPart(std::vector<uint> &mps, RM_FABER_TYPE::TRMFType itemPartFilter, ITEM_ORIGIN::EItemOrigin originFilter);
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void filterSelectionItemSpecific(std::vector<uint> &mps, NLMISC::CSheetId specificItemWanted);
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uint getMaxQuantityChange(uint itemReqLine, uint mpSlot) const;
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uint getTotalQuantitySetuped(uint itemReqLine) const;
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void updateEmptySlot(uint itemReqLine, CInterfaceGroup *itemReqLineGroup=NULL);
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void updateQuantityView(uint itemReqLine);
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void updateValidButton();
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void deleteMpSlot(uint itemReqLine, uint mpSlot);
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// When the inventory is modified, must do some checks on the current faber execution
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void onInventoryChange();
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void removeMpSlotThatUseInvSlot(uint invSlot, uint quantityToRemove);
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// from an index in _InventoryMirror, get the ItemImage
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CItemImage *getInvMirrorItemImage(uint slotIndex, uint& invId, uint& indexInInv);
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bool isMpAvailable(CItemSheet *mpSheet, uint invId, uint slotIndex) const;
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void updateItemResult();
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};
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// ***************************************************************************
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// Called when click a Faber phrase
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extern void launchFaberCastWindow(sint32 memoryLine, uint memoryIndex, CSBrickSheet *rootBrick);
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// Called when select a Faber plan
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extern void fillFaberPlanSelection(const std::string &brickDB, uint maxSelection);
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// Called when the Faber plan is selected
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extern void validateFaberPlanSelection(CSBrickSheet *itemPlanBrick);
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// Called when something needs to close the crafting window (does nothing if not open)
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extern void closeFaberCastWindow();
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#endif // NL_ACTION_PHRASE_FABER_H
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/* End of action_phrase_faber.h */
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