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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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249 lines
7.8 KiB
C++
249 lines
7.8 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 NL_DBGROUP_BUILD_PHRASE_H
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#define NL_DBGROUP_BUILD_PHRASE_H
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#include "nel/misc/types_nl.h"
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#include "nel/gui/interface_group.h"
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#include "game_share/sphrase_com.h"
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#include "game_share/brick_types.h"
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#include "game_share/skills.h"
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namespace NLGUI
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{
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class CCtrlBaseButton;
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class CViewText;
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class CViewBitmap;
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class CGroupEditBox;
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}
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// ***************************************************************************
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class CDBCtrlSheet;
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class CSBrickSheet;
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// ***************************************************************************
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/**
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* Widget to handle building sentence.
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* A Main Brick is a Root/Mandatory/Optional/Credit brick. ie everything but a Param
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2003
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*/
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class CDBGroupBuildPhrase : public CInterfaceGroup
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{
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public:
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enum {MaxParam= 4};
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static const std::string BrickSelectionModal;
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static const std::string BrickSelectionViewNotUsed;
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static const std::string BrickSelectionDB;
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static const std::string BrickOptionalMenu;
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static const std::string BrickMandatoryAHRightClick;
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static const std::string BrickBuildDB;
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enum {MaxSelection= 256};
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enum {MaxBricks= 64};
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/** A Brick slot.
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* NB: A Slot can exist at runtime only if Brick and Back are setuped.
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*/
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class CSlot
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{
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public:
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CDBCtrlSheet *Brick;
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CViewBitmap *Back;
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bool Valid;
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// The Parameter families setuped for this slot (ie if != from Brick->ParameterFamilies, must update display)
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std::vector<uint16> ViewParamFamilies;
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// reset display.
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void reset();
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// set default with a family
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CSlot()
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{
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Brick= NULL;
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Back= NULL;
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Valid= false;
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}
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};
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/** Descriptor of a word of the builded sentence
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* NB: A Word can exist at runtime only if all his slots can exist (Brick and Back are setuped.)
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* But for Credits...
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*/
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class CWord
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{
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public:
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CSlot Slot;
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CSlot ParamSlot[MaxParam];
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// the total number of parameters (params and their possible son)
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uint32 NumTotalParams;
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bool ParamError;
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// The Cost View for this line.
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CViewText *CostView;
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CViewText *CreditView;
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CViewText *InfoView;
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// reset display.
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void reset();
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// reset only all params
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void resetParams();
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// enable disaply and set the brick
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void setBrick(uint32 sheetId);
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void setParamBrick(uint param, uint32 sheetId);
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// for optional delete, copy state from another word
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void copySetup(const CWord &w);
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CWord()
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{
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NumTotalParams= 0;
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ParamError= false;
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CostView= NULL;
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CreditView= NULL;
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InfoView= NULL;
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}
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};
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public:
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/// Constructor
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CDBGroupBuildPhrase(const TCtorParam ¶m);
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virtual ~CDBGroupBuildPhrase();
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/// CInterfaceGroup Interface
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virtual bool parse (xmlNodePtr cur, CInterfaceGroup *parentGroup);
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virtual void updateCoords ();
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virtual void draw ();
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// Get the Validate Button if possible
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CCtrlBaseButton *getValidateButton() const {return _ValidateButton;}
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// clear the phrase
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void clearBuildingPhrase();
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// call after clearBuildingPhrase(), to copy a phrase, or empty phrase to init new Name.
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void startComposition(const CSPhraseCom &phrase);
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// build the current composed phrase (result of the edition).
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void buildCurrentPhrase(CSPhraseCom &newPhrase);
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/** For edition, can set a brickType filter for the root. if !Unknown, only root of this type will match
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* Second and more filter are ORed with the root brick, if unknown, not ored.
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*/
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void setRootBrickTypeFilter(BRICK_TYPE::EBrickType rootBtFilter,
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BRICK_TYPE::EBrickType rootBtFilter2= BRICK_TYPE::UNKNOWN,
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BRICK_TYPE::EBrickType rootBtFilter3= BRICK_TYPE::UNKNOWN,
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BRICK_TYPE::EBrickType rootBtFilter4= BRICK_TYPE::UNKNOWN);
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/// \name Brick Selection
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// @{
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void fillSelectionRoot();
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// if index==0, you must call fillSelectionRoot(). It can be a Mandatory/Optional/Credit
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void fillSelectionMain(uint index);
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void fillSelectionParam(uint index, uint paramIndex);
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void fillSelectionNewOp();
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void fillSelectionNewCredit();
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void validateRoot(const CSBrickSheet *sheet);
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// if index==0, you must call validateRoot()
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void validateMain(uint index, const CSBrickSheet *sheet);
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void validateParam(uint index, uint paramIndex, const CSBrickSheet *sheet);
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void validateNewOpCredit(const CSBrickSheet *sheet);
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// NB: the index is the index of the brick
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void deleteOpCredit(uint index);
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// @}
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/// Call this when the name or the root brick change, to update the view of the spell edited only.
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void updateSpellView();
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/// Call this whill update all the view
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void updateAllDisplay();
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protected:
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bool _GroupValid;
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// In this array comes in Order Root/Mandatories/Optionals/Credits
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std::vector<CWord> _MainWords;
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CCtrlBaseButton *_ValidateButton;
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CViewText *_TextPhraseDesc;
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// The number of mandatories, not including the root.
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uint32 _NumMandatories;
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// The number of activated optional
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uint32 _NumOptionals;
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// The number of activated credit
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uint32 _NumCredits;
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bool _Setuped;
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// the color of an unknown color brick
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sint32 _TextureIdSlotDisabled;
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// filter for the root
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enum {MaxRootBrickTypeFilter= 4};
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BRICK_TYPE::EBrickType _RootBrickTypeFilter[MaxRootBrickTypeFilter];
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protected:
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void setupBuildSentence();
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// reset the sentence with a sheet.
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void resetSentence(sint32 rootSheetId);
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void updateDisplayFromRootBrick();
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// update the parameters of the indexed main brick
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void updateParams(uint index);
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// reset the parameter hierarchy of the indexed main brick.
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void updateParamHrc(uint index);
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void updateNewButtons();
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void updateAllDisplay(const CSPhraseCom &phrase);
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// fill array of bricks possible for a new optional brick.
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void fillNewOptionalBricks(std::vector<NLMISC::CSheetId> &bricks);
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void fillNewCreditBricks(std::vector<NLMISC::CSheetId> &bricks);
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void resetSelection();
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void fillSelection(const std::vector<NLMISC::CSheetId> &bricks);
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void filterKnownBricks(std::vector<NLMISC::CSheetId> &bricks);
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void filterBrickExclusion(std::vector<NLMISC::CSheetId> &bricks, uint16 indexToSkip = 0xffff);
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void filterFamilySetuped(std::vector<uint16> &families);
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void filterBrickSetuped(std::vector<NLMISC::CSheetId> &bricks);
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/// Filter bricks so only one that are compatible with skill of the current setuped one are filtered.
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void filterSkillSetuped(std::vector<NLMISC::CSheetId> &bricks, bool checkOptional, bool checkCredit, sint avoidCheckIndex= -1);
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/// for special root edition
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void filterRootBrickType(std::vector<NLMISC::CSheetId> &bricks);
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void filterRootPossibles(std::vector<NLMISC::CSheetId> &bricks);
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// return the current number of main brick setuped. at least 1 with the root
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uint getNumMainBricks() const {return 1+_NumMandatories+_NumOptionals+_NumCredits;}
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// get the current rootBrick
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const CSBrickSheet *getRootBrick();
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protected:
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CGroupEditBox *_UserSentenceName;
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sint _NewSpellNumber;
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// The spell icon builded.
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CDBCtrlSheet *_SpellView;
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// For weapon restriction
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std::vector<SKILLS::ESkills> _WeaponSkills;
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};
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#endif // NL_DBGROUP_BUILD_PHRASE_H
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/* End of dbgroup_build_phrase.h */
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