// 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 RYZOM_FABER_ACTION_H #define RYZOM_FABER_ACTION_H #include "nel/misc/types_nl.h" // #include "game_share/brick_families.h" #include "game_share/item_type.h" #include "game_share/egs_sheets/egs_static_game_item.h" class CFaberPhrase; /// Macro used to declare a Sabrina Faber action ( i.e. : Sword Faber ) #define FABER_ACTION_FACTORY(_class_,_type_) \ class _class_##Factory : public IFaberActionFactory \ {\ public:\ _class_##Factory()\ {\ for (uint i = 0; i < Factories.size(); i++ ){ \ if ( Factories[i].first == _type_){nlerror(" item type %s is affected to more than one class",ITEM_TYPE::toString(_type_).c_str() );}} \ Factories.push_back(std::make_pair(_type_,this));\ };\ protected:\ IFaberAction * build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase )\ {\ _class_ *inst = new _class_;\ if ( !inst->build( actorRowId, bricks, phrase ) ){delete inst;return NULL;} \ return inst;\ }\ };\ _class_##Factory* _class_##FactoryInstance = new _class_##Factory; // CFaber action, interface and common members class IFaberAction { public: bool build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase* phrase ) { if ( !checkSentenceValidity( bricks, phrase ) ) return false; return true; } virtual void apply(CFaberPhrase * phrase) = 0; virtual void systemApply(CFaberPhrase * phrase) = 0; protected: //check sentence validity virtual bool checkSentenceValidity( const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase ) = 0; }; /** * class factory for sabrina Faber action * \author Nicolas Brigand * \author Nevrax France * \date 2003 */ class IFaberActionFactory { public: /// clear the class factory static void clear(); /** * Build the desired step from a primitive node * \param prim : the primitive node used to build the step * \return a pointer on the built step (NULL if failure) */ inline static IFaberAction * buildAction( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase ) { //get the root brick family for ( uint i = 0; i < Factories.size(); i++ ) { if ( Factories[i].first == ( (CStaticItem *) bricks[0] )->Type ) { return Factories[i].second->build( actorRowId, bricks, phrase ); } } nlwarning( " the item type %s has no corresponding faber action class", ITEM_TYPE::toString( ((CStaticItem*)bricks[0])->Type ).c_str() ); return NULL; } protected: /** * Create a step from parameters * \param params : a vector of vector of strings describing the step params * \return a pointer on the built step (NULL if failure) */ virtual IFaberAction * build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& brickIds, CFaberPhrase * phrase ) = 0; static std::vector< std::pair< ITEM_TYPE::TItemType , IFaberActionFactory* > > Factories; }; #endif // RYZOM_FABER_ACTION_H /* End of faber_action.h */