// 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 "stdpch.h" #include "s_phrase_factory.h" using namespace std; using namespace NLMISC; vector< std::pair< BRICK_TYPE::EBrickType , ISPhraseFactory* > > * ISPhraseFactory::Factories; CSPhrasePtr ISPhraseFactory::buildPhrase( const TDataSetRow & actorRowId,const std::vector< NLMISC::CSheetId>& brickIds, bool execution ) { // the check to see if there is at least a brick is made before nlassert( !brickIds.empty() ); nlassert( Factories ); // transform sheet ids into forms std::vector< const CStaticBrick* > bricks( brickIds.size() ); uint16 nbNull = 0; for ( uint i = 0; i < bricks.size(); ++i ) { // skip unknown sheetIds if ( brickIds[i] == NLMISC::CSheetId::Unknown ) { ++nbNull; continue; } bricks[i-nbNull] = CSheets::getSBrickForm( brickIds[i] ); if ( bricks[i-nbNull] == NULL ) { nlwarning( " invalid SBrick sheet %u, named %s",brickIds[i].asInt(),brickIds[i].toString().c_str() ); return NULL; } } if (nbNull) bricks.resize( bricks.size() - nbNull); #ifdef NL_DEBUG if (UseDebugBrick) { NLMISC::CEntityId id = TheDataset.getEntityId(actorRowId); if ( id.getType() == RYZOMID::player ) bricks.push_back(&DebugBrick); } #endif //get the root brick family and the associated factory for ( uint i = 0; i < Factories->size(); i++ ) { if ( (*Factories)[i].first == BRICK_FAMILIES::brickType(bricks[0]->Family) ) { CSPhrasePtr phrase = (*Factories)[i].second->buildPhrase( actorRowId, bricks, execution); if ( phrase ) { phrase->setBrickSheets(brickIds); return phrase; } return NULL; } } nlwarning( " the brick type %s has no corresponding phrase class", BRICK_TYPE::toString(BRICK_FAMILIES::brickType( bricks[0]->Family )).c_str() ); return NULL; }