// 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 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 #include /////////// // 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 &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 TEntitySheetMap; typedef std::pair TVisualSlotItem; typedef std::vector 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 *extensions = NULL); /// Load all sheet, without packed sheet, and with a wildcard (for reload feature) void loadAllSheetNoPackedSheet(NLMISC::IProgressCallback &callBack, const std::vector &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(); private: typedef std::vector TItemVector; typedef std::vector TSlots; TSlots _VisualSlots; protected: /// this structure is fill by the loadForm() function and will contain all the sheets needed TEntitySheetMap _EntitySheetContainer; typedef std::map 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 */