khanat-opennel-code/code/ryzom/client/src/sheet_manager.h

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// 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 CL_SHEET_MANAGER_H
#define CL_SHEET_MANAGER_H
/////////////
// INCLUDE //
/////////////
// Misc
#include "nel/misc/types_nl.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/progress_callback.h"
// Application
#include "client_sheets/entity_sheet.h"
#include "client_sheets/character_sheet.h"
#include "client_sheets/player_sheet.h"
#include "client_sheets/fx_sheet.h"
#include "client_sheets/forage_source_sheet.h"
#include "client_sheets/building_sheet.h"
#include "client_sheets/item_sheet.h"
#include "client_sheets/pact_sheet.h"
#include "client_sheets/plant_sheet.h"
#include "client_sheets/mission_sheet.h"
#include "client_sheets/mission_icon_sheet.h"
#include "client_sheets/race_stats_sheet.h"
#include "client_sheets/light_cycle_sheet.h"
#include "client_sheets/weather_setup_sheet.h"
#include "client_sheets/continent_sheet.h"
#include "client_sheets/world_sheet.h"
#include "client_sheets/weather_function_params_sheet.h"
#include "client_sheets/sbrick_sheet.h"
#include "client_sheets/sphrase_sheet.h"
#include "client_sheets/skills_tree_sheet.h"
#include "client_sheets/unblock_titles_sheet.h"
#include "client_sheets/success_table_sheet.h"
#include "client_sheets/automaton_list_sheet.h"
#include "client_sheets/animation_fx_sheet.h"
#include "client_sheets/id_to_string_array.h"
#include "client_sheets/emot_list_sheet.h"
#include "client_sheets/flora_sheet.h"
#include "client_sheets/attack_list_sheet.h"
#include "client_sheets/sky_sheet.h"
#include "client_sheets/text_emot_list_sheet.h"
#include "client_sheets/outpost_sheet.h"
#include "client_sheets/outpost_building_sheet.h"
#include "client_sheets/outpost_squad_sheet.h"
// game share
#include "game_share/slot_types.h"
#include "game_share/skills.h"
// Std
#include <map>
#include <string>
///////////
// CLASS //
///////////
namespace NLMISC
{
class CSheetId;
}
namespace NLGEORGES
{
class UFormLoader;
class UForm;
}
/**
* Class to manage all sheets.
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*/
class CSheetManagerEntry
{
public:
/// The data which will be filled in readGeorges and serial
CEntitySheet *EntitySheet;
public:
/// Constructor
CSheetManagerEntry ();
virtual ~CSheetManagerEntry ();
/// Load the values using the george sheet
void readGeorges (const NLMISC::CSmartPtr<NLGEORGES::UForm> &form, const NLMISC::CSheetId &sheetId);
/// Load/Save the values using the serial system
void serial (NLMISC::IStream &s);
// Useful for serial
void initSheet (CEntitySheet *pES, NLMISC::IStream &s, CEntitySheet::TType type);
/**
* Event to implement any action when the sheet is no longer existent.
* This method is called when a sheet have been read from the packed sheet
* and the associated sheet file no more exist in the directories.
*/
void removed();
static uint getVersion();
static void setVersion(uint version);
};
/**
* Class to manage all sheets.
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*/
class CSheetManager
{
friend class CSheetManagerEntry;
protected:
sint _NbEyesColor;
sint _NbHairColor;
public:
/// this is the structure that hold all the sheets needed
typedef std::map<NLMISC::CSheetId, CSheetManagerEntry> TEntitySheetMap;
typedef std::pair<SLOTTYPE::EVisualSlot, uint> TVisualSlotItem;
typedef std::vector<TVisualSlotItem> TVisualSlotItemArray;
public:
/// A ptr on a form loader
static NLGEORGES::UFormLoader *FormLoader;
public:
/// Constructor
CSheetManager();
/// Destructor
~CSheetManager();
// release memory
void release();
/// Load all sheets.
/// \param needComputeVS : if 'true' this will compute the visual slot file too.
void load (NLMISC::IProgressCallback &callBack, bool updatePackedSheet, bool needComputeVS = false, bool dumpVSIndex = false);
/// Load all sheet or a subset of them (if 'extensions' is not NULL, them the extensions list is taken from that vector)
void loadAllSheet(NLMISC::IProgressCallback &callBack, bool updatePackedSheet, bool needComputeVS, bool dumpVSIndex, bool forceRecompute = false, const std::vector<std::string> *extensions = NULL);
/// Load all sheet, without packed sheet, and with a wildcard (for reload feature)
void loadAllSheetNoPackedSheet(NLMISC::IProgressCallback &callBack, const std::vector<std::string> &extensions, const std::string &wildcardFilter);
/**
* Get a sheet from is number.
* \param CSheetId num : sheet number.
* \return CEntitySheet * : pointer on the sheet according to the param or 0 if any pb.
*/
CEntitySheet *get(NLMISC::CSheetId num);
/// Get the number of available items for the given visual slot
uint getNumItem(SLOTTYPE::EVisualSlot slot);
/// Get the pointer on an item form from an index.
CItemSheet *getItem(SLOTTYPE::EVisualSlot slot, uint index);
// Get a pair of visual slots / index from a CItemSheet pointer.
const TVisualSlotItemArray *getVSItems(CItemSheet *sheet) const;
// From an item name and a slot, get its item, or -1 if not found
sint getVSIndex(const std::string &itemName, SLOTTYPE::EVisualSlot slot);
/// Return the number of color available for the eyes.
sint nbEyesColor() {return _NbEyesColor;}
/// Return the number of color available for the hair.
sint nbHairColor() {return _NbHairColor;}
/// Get all sheets (usefull for other managers (skill, brick, ...))
// @{
const TEntitySheetMap & getSheets() { return _EntitySheetContainer; }
// @}
// tmp : dump the visual slots
void dumpVisualSlots();
/// dump all visual slots indexes in a file
void dumpVisualSlotsIndex();
/// Set output data path
void setOutputDataPath(const std::string &dataPath) { _OutputDataPath = dataPath; }
/// Return output data path
const std::string& getOutputDataPath() const { return _OutputDataPath; }
private:
typedef std::vector<CItemSheet *> TItemVector;
typedef std::vector<TItemVector> TSlots;
TSlots _VisualSlots;
// directory where to create .packed_sheets
std::string _OutputDataPath;
protected:
/// this structure is fill by the loadForm() function and will contain all the sheets needed
TEntitySheetMap _EntitySheetContainer;
typedef std::map<CItemSheet *, TVisualSlotItemArray> TItemSheet2SlotItemArray;
// Associate sheet to visual slots
TItemSheet2SlotItemArray _SheetToVS;
protected:
/** Processing the sheet.
* \param sheet : sheet to process.
*/
void processSheet (CEntitySheet *sheet);
/// compute Visual Slots for this sheet.
void computeVS();
///
void loadTyp();
};
////////////
// EXTERN //
////////////
// Sheet manager.
extern CSheetManager SheetMngr;
#endif // CL_SHEET_MANAGER_H
/* End of sheet_manager.h */