// 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_ITEM_FX_SHEET_H
#define RY_ITEM_FX_SHEET_H
namespace NLGEORGES
{
class UFormElm;
}
/**
* FX linked to an item
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2003
*/
class CItemFXSheet
{
public:
float TrailMinSliceTime; // slice time for shortest trail
float TrailMaxSliceTime; // slice time for longest trail
NLMISC::CVector AttackFXOffset; // offset applied to the attack fx (some fxs are used for several kinds of guns, and need to be offseted differently)
NLMISC::CVector AttackFXRot; // rotation around y axe for attack fxs (in degrees)
float ImpactFXDelay;
// ctor
CItemFXSheet();
// build that an external script
void build(const NLGEORGES::UFormElm &item, const std::string &prefix);
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
// access to string ids values
const char *getTrail() const;
const char *getAdvantageFX() const;
const char *getAttackFX() const;
// static fxs
uint getNumStaticFX() const { return (uint)_StaticFXs.size(); }
const char *getStaticFXName(uint index) const;
const char *getStaticFXBone(uint index) const;
const NLMISC::CVector &getStaticFXOffset(uint index) const;
private:
class CStaticFX
{
public:
NLMISC::TSStringId Name;
NLMISC::TSStringId Bone;
NLMISC::CVector Offset;
public:
CStaticFX() : Offset(NLMISC::CVector::Null)
{
}
void build(const NLGEORGES::UFormElm &item);
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
};
NLMISC::TSStringId _Trail; // a trail that is displayed when the item is used to attack
NLMISC::TSStringId _AdvantageFX; // fx to played on some items when the player master it
NLMISC::TSStringId _AttackFX; // fx to trigger when the item is used to attack
std::vector _StaticFXs;
};
#endif