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