// 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 . ///////////// // INCLUDE // ///////////// #include "stdpch.h" // First include for pre-compiled headers. // Application #include "building_sheet.h" // Georges #include "nel/georges/u_form_elm.h" /////////// // USING // /////////// using namespace NLGEORGES; using namespace std; ///////////// // METHODS // ///////////// //----------------------------------------------- // CBuildingSheet : // Constructor. //----------------------------------------------- CBuildingSheet::CBuildingSheet() { // Initialize the type. Type = CEntitySheet::BUILDING; }// CBuildingSheet // //----------------------------------------------- // build : // Build the sheet from an external script. //----------------------------------------------- void CBuildingSheet::build(const NLGEORGES::UFormElm &item) { // Load the name. if(!item.getValueByName(BuildedIg, "builded_ig")) debug("builded_ig not found."); if(!item.getValueByName(BuildedIcon, "builded_icon")) debug("builded_icon not found."); if(!item.getValueByName(BuildingIcon, "building_icon")) debug("building_icon not found."); if(!item.getValueByName(Name, "name")) debug("name not found."); }// build // //----------------------------------------------- // serial : // Serialize character sheet into binary data file. //----------------------------------------------- void CBuildingSheet::serial(class NLMISC::IStream &f) throw(NLMISC::EStream) { // Serialize class components. f.serial(BuildedIg); f.serial(BuildedIcon); f.serial(BuildingIcon); f.serial(Name); }// serial //