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149 lines
4.1 KiB
C++
149 lines
4.1 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_COMBAT_ACTION_H
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#define RY_COMBAT_ACTION_H
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#include "nel/misc/types_nl.h"
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//
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#include "game_share/egs_sheets/egs_static_brick.h"
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//
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class CCombatPhrase;
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/**
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* <Class description>
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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class CCombatAction
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{
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public:
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/// Constructor
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CCombatAction() : _CombatPhrase(NULL)
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{}
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/// build
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virtual bool build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, uint &brickIndex, CCombatPhrase * phrase ) = 0;
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/// validate the combat action
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virtual bool validate(CCombatPhrase *phrase, std::string &errorCode) { return true; }
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/// apply combat action effects
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virtual void apply(CCombatPhrase *phrase) {}
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/// set target
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inline void setTarget( const TDataSetRow &entityRowId) { _TargetRowId = entityRowId; }
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protected:
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TDataSetRow _ActorRowId;
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TDataSetRow _TargetRowId;
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CCombatPhrase *_CombatPhrase;
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};
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/**
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* <Class description>
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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/*
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class CCombatActionFactory
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{
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public:
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/// clear the class factory
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static void clear();
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/**
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* Build the desired step from a primitive node
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* \param prim : the primitive node used to build the step
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* \return a pointer on the built step (NULL if failure)
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*/
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/* inline static CCombatAction * buildAction( const TDataSetRow & actorRowId, const TDataSetRow &targetRowId, const std::vector< const CStaticBrick* >& bricks, uint & brickIndex, CCombatPhrase * phrase )
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{
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//get appropriate factory
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for ( uint i = 0; i < Factories->size(); i++ )
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{
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if ( (*Factories)[i].first == bricks[brickIndex]->Family )
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{
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return (*Factories)[i].second->build( actorRowId, bricks, brickIndex, phrase);
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}
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}
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nlwarning( "<CCombatActionFactory buildAction> the brick family %s has no corresponding magic action class", BRICK_FAMILIES::toString( bricks[0]->Family ).c_str() );
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return NULL;
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}
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protected:
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///\init the factories
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inline static void init()
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{
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// if( !Factories )
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// Factories = new std::vector< std::pair< BRICK_FAMILIES::TBrickFamily , CCombatActionFactory* > >;
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}
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/**
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* Create a step from parameters
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* \param params : a vector of vector of strings describing the step params
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* \return a pointer on the built step (NULL if failure)
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*/
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// virtual IMagicAction * build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& brickIds, uint & index, CMagicPhrase * phrase ) = 0;
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///the phrase factories. We use a pointer here because we cant control the order inwhich ctor of static members are called
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// static std::vector< std::pair< BRICK_FAMILIES::TBrickFamily , CCombatActionFactory* > >* Factories;
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/*
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};
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/**
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* Combat action template factory
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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/*
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template <class T> class CCombatActionTFactory : public CCombatActionFactory
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{
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public:
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/// build method
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T *build( const TDataSetRow & actorRowId, const TDataSetRow &targetRowId, const std::vector< const CStaticBrick* >& bricks, uint &brickIndex, CCombatPhrase * phrase )
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{
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T *instance = new T;
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if (!instance)
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{
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nlwarning("<CCombatActionFactory> failed to allocate element of template type");
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return 0;
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}
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if ( !instance->build(actorRowId, targetRowId, bricks, brickIndex, phrase) )
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{
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delete instance;
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return 0;
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}
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return instance:
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}
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};
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*/
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#endif // RY_COMBAT_ACTION_H
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/* End of combat_action.h */
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