khanat-opennel-code/code/ryzom/server/src/sabrina/faber_action.h
2014-10-11 13:04:03 +02:00

112 lines
3.8 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef RYZOM_FABER_ACTION_H
#define RYZOM_FABER_ACTION_H
#include "nel/misc/types_nl.h"
//
#include "game_share/brick_families.h"
#include "game_share/item_type.h"
#include "game_share/egs_sheets/egs_static_game_item.h"
class CFaberPhrase;
/// Macro used to declare a Sabrina Faber action ( i.e. : Sword Faber )
#define FABER_ACTION_FACTORY(_class_,_type_) \
class _class_##Factory : public IFaberActionFactory \
{\
public:\
_class_##Factory()\
{\
for (uint i = 0; i < Factories.size(); i++ ){ \
if ( Factories[i].first == _type_){nlerror("<IFaberActionFactory buildPhrase> item type %s is affected to more than one class",ITEM_TYPE::toString(_type_).c_str() );}} \
Factories.push_back(std::make_pair(_type_,this));\
};\
protected:\
IFaberAction * build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase )\
{\
_class_ *inst = new _class_;\
if ( !inst->build( actorRowId, bricks, phrase ) ){delete inst;return NULL;} \
return inst;\
}\
};\
_class_##Factory* _class_##FactoryInstance = new _class_##Factory;
// CFaber action, interface and common members
class IFaberAction
{
public:
bool build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase* phrase )
{
if ( !checkSentenceValidity( bricks, phrase ) ) return false;
return true;
}
virtual void apply(CFaberPhrase * phrase) = 0;
virtual void systemApply(CFaberPhrase * phrase) = 0;
protected:
//check sentence validity
virtual bool checkSentenceValidity( const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase ) = 0;
};
/**
* class factory for sabrina Faber action
* \author Nicolas Brigand
* \author Nevrax France
* \date 2003
*/
class IFaberActionFactory
{
public:
/// clear the class factory
static void clear();
/**
* Build the desired step from a primitive node
* \param prim : the primitive node used to build the step
* \return a pointer on the built step (NULL if failure)
*/
inline static IFaberAction * buildAction( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, CFaberPhrase * phrase )
{
//get the root brick family
for ( uint i = 0; i < Factories.size(); i++ )
{
if ( Factories[i].first == ( (CStaticItem *) bricks[0] )->Type )
{
return Factories[i].second->build( actorRowId, bricks, phrase );
}
}
nlwarning( "<IFaberActionFactory buildAction> the item type %s has no corresponding faber action class", ITEM_TYPE::toString( ((CStaticItem*)bricks[0])->Type ).c_str() );
return NULL;
}
protected:
/**
* Create a step from parameters
* \param params : a vector of vector of strings describing the step params
* \return a pointer on the built step (NULL if failure)
*/
virtual IFaberAction * build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& brickIds, CFaberPhrase * phrase ) = 0;
static std::vector< std::pair< ITEM_TYPE::TItemType , IFaberActionFactory* > > Factories;
};
#endif // RYZOM_FABER_ACTION_H
/* End of faber_action.h */