2012-05-29 13:31:11 +00:00
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// 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 CL_ATTACK_LIST_H
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#define CL_ATTACK_LIST_H
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#include "animation_fx.h"
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#include "animation_fx_id_array.h"
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//
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#include "client_sheets/attack_sheet.h"
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#include "client_sheets/attack_id_sheet.h"
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//
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#include "nel/misc/string_conversion.h"
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namespace NL3D
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{
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class UAnimationSet;
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}
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class CAttackListSheet;
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/** Description of a creature attack
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*/
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class CAttack
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{
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public:
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// pointer on base sheet
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const CAttackSheet *Sheet;
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CAnimationFXSet AttackBeginFX; // .animation_fx_set
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CAnimationFXSet AttackLoopFX;
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CAnimationFXSet AttackEndFX;
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CAnimationFXSet AttackStaticObjectCastFX;
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CAnimationFXSet AttackFailFX;
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CAnimationFXSet ProjectileFX;
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CAnimationFXSet ImpactFX;
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public:
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// ctor
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CAttack();
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// Init from parent sheet
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void init(const CAttackSheet *sheet, NL3D::UAnimationSet *as);
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};
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/// A named attack, to be inserted in an attack list
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struct CAttackListEntry
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{
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CAttackListEntry() : ID(0) { }
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CAttackListEntry(const CAttackIDSheet *id) : ID(id) { }
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const CAttackIDSheet *ID;
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CAttack Attack;
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};
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//
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inline bool operator == (const CAttackListEntry &lhs, const CAttackListEntry &rhs)
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{
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nlassert(lhs.ID && rhs.ID);
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return lhs.ID == rhs.ID;
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}
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//
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inline bool operator < (const CAttackListEntry &lhs, const CAttackListEntry &rhs)
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{
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nlassert(lhs.ID && rhs.ID);
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return *lhs.ID < *rhs.ID;
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}
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/** A list of attacks, sorted by their IDs
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*/
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class CAttackList
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{
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public:
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// build from a sheet
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void init(const CAttackListSheet *attackList, NL3D::UAnimationSet *as);
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// get an attack from its ID, or NULL if not found
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const CAttack *getAttackFromID(const CAttackIDSheet &id) const;
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private:
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std::vector<CAttackListEntry> _Attacks;
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};
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/** gather all creature attack in a single place
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*/
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class CAttackListManager
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{
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public:
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// get the unique instance of this class
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static CAttackListManager &getInstance();
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// release memory
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static void releaseInstance();
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/** This :
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* - Init an animation set.
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* - Build all creature attacks datas and build their tracks.
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*/
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void init();
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void release();
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// get an attack list by its name (NULL if not found)
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const CAttackList *getAttackList(const std::string &name) const;
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// get auras fx sorted by their id
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const CAnimationFXIDArray &getAuras() const { return _Auras; }
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// get link fx sorted by their id
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const CAnimationFXIDArray &getLinks() const { return _Links; }
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private:
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typedef std::map<std::string,
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CAttackList,
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NLMISC::CUnsensitiveStrLessPred> TAttackListMap;
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NL3D::UAnimationSet *_AnimationSet;
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static CAttackListManager *_Instance;
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TAttackListMap _AttackMap;
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// auras and links
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CAnimationFXIDArray _Auras;
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CAnimationFXIDArray _Links;
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private:
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// ctor
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CAttackListManager();
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void buildAurasFXs();
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void buildLinkFXs();
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};
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#endif
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