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714 lines
27 KiB
C++
714 lines
27 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_SPHRASE_MANAGER_H
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#define RY_SPHRASE_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "game_share/sphrase_com.h"
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#include "game_share/skills.h"
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#include "game_share/brick_types.h"
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#include "game_share/resistance_type.h"
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#include "req_skill_formula.h"
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#include "brick_learned_callback.h"
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#include "skill_change_callback.h"
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#include "trade_common.h"
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#include "interface_element.h"
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#include "../time_client.h"
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// ***************************************************************************
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const std::string PHRASE_DB_BOOK="UI:PHRASE:BOOK";
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const std::string PHRASE_DB_PROGRESSION[2]= {"UI:PHRASE:PROGRESS_ACTIONS", "UI:PHRASE:PROGRESS_UPGRADES"};
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const std::string PHRASE_DB_MEMORY="UI:PHRASE:MEMORY";
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const std::string PHRASE_DB_EXECUTE_NEXT="UI:PHRASE:EXECUTE_NEXT:PHRASE";
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const std::string PHRASE_DB_EXECUTE_NEXT_IS_CYCLIC="UI:PHRASE:EXECUTE_NEXT:ISCYCLIC";
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const std::string PHRASE_DB_BOTCHAT="LOCAL:TRADING";
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#define PHRASE_MAX_BOOK_SLOT 512
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#define PHRASE_MAX_PROGRESSION_SLOT 512
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#define PHRASE_MAX_MEMORY_SLOT 20
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#define PHRASE_MAX_BOTCHAT_SLOT TRADE_MAX_ENTRIES
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// u16 only for client/server com.
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#define PHRASE_MAX_ID 65535
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// For phrase execution counter
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#define PHRASE_EXECUTE_COUNTER_MASK 255
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const std::string PHRASE_DB_COUNTER_NEXT="SERVER:EXECUTE_PHRASE:NEXT_COUNTER";
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const std::string PHRASE_DB_COUNTER_CYCLE="SERVER:EXECUTE_PHRASE:CYCLE_COUNTER";
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// TODO_OPTIM: too big test for the list_sheet* each frame with 512 entries!!!
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class CSuccessTableSheet;
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class CCDBNodeLeaf;
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/** Special helper class for lua export : enclose a phrase into an object accessible to lua
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* This way we can setup the phrase tooltip in lua code instead of hardcoded C++ stuff letting
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* the possibility to the user to customize it to his liking.
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*/
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class CSPhraseComAdpater : public CReflectableRefPtrTarget
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{
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public:
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CSPhraseCom Phrase;
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REFLECT_EXPORT_START(CSPhraseComAdpater, CInterfaceElement)
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REFLECT_LUA_METHOD("getCastTime", luaGetCastTime)
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REFLECT_LUA_METHOD("getCastRange", luaGetCastRange)
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REFLECT_LUA_METHOD("getHpCost", luaGetHpCost)
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REFLECT_LUA_METHOD("getSapCost", luaGetSapCost)
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REFLECT_LUA_METHOD("getFocusCost", luaGetFocusCost)
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REFLECT_LUA_METHOD("getStaCost", luaGetStaCost)
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REFLECT_LUA_METHOD("getName", luaGetName)
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REFLECT_LUA_METHOD("getDesc", luaGetDesc)
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REFLECT_LUA_METHOD("getSuccessRate", luaGetSuccessRate)
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REFLECT_LUA_METHOD("isMagicPhrase", luaIsMagicPhrase)
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REFLECT_LUA_METHOD("isCombatPhrase", luaIsCombatPhrase)
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REFLECT_LUA_METHOD("isPowerPhrase", luaIsPowerPhrase)
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REFLECT_LUA_METHOD("getRegenTime", luaGetRegenTime)
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REFLECT_LUA_METHOD("getTotalRegenTime", luaGetTotalRegenTime)
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REFLECT_LUA_METHOD("getPowerDisableTime", luaGetPowerDisableTime)
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REFLECT_EXPORT_END
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int luaGetCastTime(CLuaState &ls);
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int luaGetCastRange(CLuaState &ls);
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int luaGetHpCost(CLuaState &ls);
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int luaGetSapCost(CLuaState &ls);
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int luaGetSuccessRate(CLuaState &ls);
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int luaGetFocusCost(CLuaState &ls);
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int luaGetStaCost(CLuaState &ls);
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int luaGetName(CLuaState &ls);
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int luaGetDesc(CLuaState &ls);
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int luaIsMagicPhrase(CLuaState &ls);
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int luaIsCombatPhrase(CLuaState &ls);
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int luaIsPowerPhrase(CLuaState &ls);
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int luaGetRegenTime(CLuaState &ls);
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int luaGetTotalRegenTime(CLuaState &ls);
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int luaGetPowerDisableTime(CLuaState &ls);
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};
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// ***************************************************************************
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/**
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* Singleton to Get/Set Sabrina Phrase in SpellBook / Memory.
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* NB: you MUST create it (getInstance()), before loading of ingame.xmls.
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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 CSPhraseManager
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{
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public:
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static CSPhraseManager *getInstance()
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{
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if(!_Instance)
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_Instance= new CSPhraseManager;
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return _Instance;
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}
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// release singleton
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static void releaseInstance();
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// The Slot 0 of the Book indicate "NoPhrase".
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// The Slot 1 indicate the Edited Phrase for phrase composition, and is not "really" a part of the book.
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enum {EditionSlot= 1, BookStartSlot= 2};
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/// To call when The DB inGame is setup. Else, no write is made to it before. (NB: DB is updated here)
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void initInGame();
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/// Reset
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void reset();
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/// Call juste once when interface is built
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void updateMemoryBar();
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/// Call once per pass
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void update();
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// \name Book Edition
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// @{
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/** set a phrase on a slot.
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* \param lock special for BotChat phrase buy. when true, the phrase is never written in the book DB
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* the server has to unlock it (or delete if not confirmed)
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* NO MSG SENT
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*/
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void setPhrase(uint32 slot, const CSPhraseCom &phrase, bool lock= false);
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/** Same as setPhrase() but do not update the DB of book now
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* User can use this if lot of phrase must be chaned in one time.
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* User must call updateBookDB() after setting all those phrases.
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* Nb: suppose lock==false.
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*/
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void setPhraseNoUpdateDB(uint32 slot, const CSPhraseCom &phrase);
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/// update Action Book Database. You need only to use it in conjunction with setPhraseNoUpdateDB()
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void updateBookDB();
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/// erase a phrase on a slot. NO MSG SENT
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void erasePhrase(uint32 slot);
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/// get a phrase for a slot. Empty Phrase returned if don't exist. O(logN)
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const CSPhraseCom &getPhrase(uint32 slot) const;
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/// get the number of memory lines.
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uint32 getNbMemoryLines() const { return (uint32)_Memories.size(); }
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/** Allocate a Free Slot (for NEW phrase setup). 0 is not a free slot
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* NB: the slot is not still correctly filled(), and getPhrase() will return Empty. use setPhrase() just after
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* \return 0 if not possible (eg too big)
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*/
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uint32 allocatePhraseSlot();
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/// true if a free slot is available (don't allocate)
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bool hasFreeSlot() const;
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/// get a phrase version for a slot. -1 if phrase not present. O(1)
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sint32 getPhraseVersion(uint32 slot) const;
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// Receive a BotChat phrase Buy confirmation: NB: memorize it (and server send) if possible
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void receiveBotChatConfirmBuy(uint16 phraseId, bool confirm);
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// test if the given phrase is known
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bool isPhraseKnown(const CSPhraseCom &phrase) const;
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/** Filter the BOOK DB with this brickType or skill.
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* NB: if brickTypeFilter is UNKNOWN then filtered by skill
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* il filterSkill is unknown, then not filtered (all match). This is the default.
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*/
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void setBookFilter(BRICK_TYPE::EBrickType brickTypeFilter, SKILLS::ESkills skillFilter);
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/// get the book skill filter
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SKILLS::ESkills getBookSkillFilter() const {return _BookSkillFitler;}
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/// Send the PHRASE:DELETE message to the server
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void sendDeleteToServer(uint32 slot);
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/// Send the PHRASE:LEARN message to the server
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void sendLearnToServer(uint32 slot);
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/// This is a clean full delete: forget all phrase before, erase the phrase, send msg to server
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void fullDelete(uint32 slot);
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/** Do it only if the phrase id is only used in this memory slot
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* This is a clean full delete: forget all phrase before, erase the phrase, send msg to server
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*/
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void fullDeletePhraseIfLast(uint32 memoryLine, uint32 memorySlot);
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// @}
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// \name Memory Edition
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// @{
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/// Memorize a phrase (no MSG send)
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void memorizePhrase(uint32 memoryLine, uint32 memorySlot, uint32 slot);
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/// Forget a phrase (no MSG send). NB: no-op if it is a macro
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void forgetPhrase(uint32 memoryLine, uint32 memorySlot);
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/// Get the phrase memorized. 0 if not found or if it is a macro
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uint32 getMemorizedPhrase(uint32 memoryLine, uint32 memorySlot) const;
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/// Memorize a macro (no MSG send). if was a phrase, forget first (client and server)
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void memorizeMacro(uint32 memoryLine, uint32 memorySlot, uint32 macroId);
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/// Forget a macro. NB: no-op if it is a phrase
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void forgetMacro(uint32 memoryLine, uint32 memorySlot);
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/// Get the phrase memorized. 0 if not found or if it is a macro
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uint32 getMemorizedMacro(uint32 memoryLine, uint32 memorySlot) const;
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/// return true if it is a memorized macro. false if empty or if it is a phrase
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bool isMemorizedMacro(uint32 memoryLine, uint32 memorySlot) const;
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/// To Be called when the macro visual changes
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void updateMacroShortcuts(sint32 macroId);
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/// To be called when the Id changes
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void deleteMacroShortcuts(sint32 macroId);
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/// Only one memory line is displayed in the Memory DB. if -1, erased.
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void selectMemoryLineDB(sint32 memoryLine);
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/// get the selected memory line.
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sint32 getSelectedMemoryLineDB() const {return _SelectedMemoryDB;}
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/// Common Method to send the Memorize msg to server
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void sendMemorizeToServer(uint32 memoryLine, uint32 memorySlot, uint32 phraseId);
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/// Common Method to send the Forget msg to server
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void sendForgetToServer(uint32 memoryLine, uint32 memorySlot);
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/// count all memories that use this phrase
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uint countAllThatUsePhrase(uint32 slot);
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/// Forget all Memories that use this phrase slot, AND send appropriate message to server. if sendMsgOnly==true, only the msg is sent to server (no modification to local)
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void forgetAllThatUsePhrase(uint32 slot, bool sendMsgOnly= false);
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/// Rememorize all memories that use this slot
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void rememorizeAllThatUsePhrase(uint32 slot);
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/// Update all Ctrl State of the action Bar, according to macro/itemInRightHand/available states
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void updateAllMemoryCtrlState();
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/// Load or save the macro
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void serialMacroMemory(NLMISC::IStream &f);
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/// is this phrase sheet can be memorized / casted?
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bool isPhraseCastable(uint32 sheetId) const;
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bool isPhraseCastable(class CSPhraseSheet *phraseSheet) const;
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bool isPhraseCharacBuying(uint32 sheetId) const;
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bool isPhraseCharacBuying(class CSPhraseSheet *phraseSheet) const;
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/** return getMemorizedPhrase(memoryLine, memoryIndex), only if this phrase is only used in this memory slot
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* else return allocatePhraseSlot()
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*/
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uint32 getMemorizedPhraseIfLastOrNewSlot(uint32 memoryLine, uint32 memoryIndex);
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// @}
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// \name Phrase composition
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// @{
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// The phrase edited/created. If 0, it may be a phrase newly created, but not still assigned.
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uint32 CompositionPhraseId;
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// For phrase created only. If not -1, then at creation, will be auto-memorized to this slot
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sint32 CompositionPhraseMemoryLineDest;
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sint32 CompositionPhraseMemorySlotDest;
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/// For BotChat learning, build a phrase from .sphrase sheetId
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void buildPhraseFromSheet(CSPhraseCom &phrase, sint32 sheetId);
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/** For a given phrase, see if there's a matching sheet, or 0 else.
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* NB : O(1) algo with respect to the number of phrase sheets
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*/
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sint32 getSheetFromPhrase(const CSPhraseCom &phrase) const;
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// @}
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// \name Phrase Execution
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// @{
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/// Start execution from Client. Only the bitmaps are displayed. A sendExecuteToServer() or a cancelClientExecution() must follow for each clientExecute
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void clientExecute(uint32 memoryLine, uint32 memorySlot, bool cyclic);
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/// Common Method to send the execution msg to server
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void sendExecuteToServer(uint32 memoryLine, uint32 memorySlot, bool cyclic);
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/// Cancel the client execution (case when used with Move in combat for instance)
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void cancelClientExecute(bool cyclic);
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/// Execute a craft action (after selecting the plan and MPs), on both client and server side
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void executeCraft(uint32 memoryLine, uint32 memorySlot, uint32 planSheetId,
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std::vector<CFaberMsgItem> &mpItemPartList, std::vector<CFaberMsgItem> specificItemList);
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/// Execute a cristalize action on both client and server side
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void executeCristalize(uint32 memoryLine, uint32 memorySlot);
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/** Execute a default attack, on both client and server side.
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* NB: try first to launch a standard action "default attack" if found,
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* calling clientExecute() and sendExecuteToServer()
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*/
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void executeDefaultAttack();
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/// Search the default attack like on client. false if not found. NB: find preferly in current memoryLine
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bool findDefaultAttack(uint32 &memoryLine, uint32 &memorySlot);
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uint getPhraseNextExecuteCounter() const {return _PhraseNextExecuteCounter;}
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uint getPhraseCycleExecuteCounter() const {return _PhraseCycleExecuteCounter;}
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/// Server Execution ACK
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void receiveAckExecuteFromServer(bool cyclic, uint counterValue, bool ok);
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/// get the Next PhraseId Executed (0 if none)
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uint32 getNextExecutePhraseId() const {return _CurrentExecutePhraseIdNext;}
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/// get the Cycle PhraseId Executed (0 if none)
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uint32 getCycleExecutePhraseId() const {return _CurrentExecutePhraseIdCycle;}
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// @}
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// \name Misc
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// @{
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/** Build the Text description of a phrase (spell). NB: this is a TagFormated text
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* \phraseSheetId not 0 if comes from a .sphrase Sheet => used to show progression info, and display phrase description
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* \specialPhraseFormat if empty, format is auto selected. if "composition", same but the text is cut under the %compostart tag.
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* else take directly this format.
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*/
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void buildPhraseDesc(ucstring &text, const CSPhraseCom &phrase, uint32 phraseSheetId, bool wantRequirement, const std::string &specialPhraseFormat= std::string());
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// Get the Phrase Success Rate %
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sint getPhraseSuccessRate(const CSPhraseCom &phrase);
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// Get the Phrase Success Rate %. Manually gives the Skill to do the comparison (for craft)
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sint getCraftPhraseSuccessRate(const CSPhraseCom &phrase, SKILLS::ESkills skill, uint minMpLevel);
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// Get the Phrase Success Rate %. Manually gives the Skill to do the comparison (for Forage Extraction)
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sint getForageExtractionPhraseSuccessRate(const CSPhraseCom &phrase, SKILLS::ESkills skill);
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// return the fmt according to forage terrain specializing
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ucstring getForageExtractionPhraseEcotypeFmt(const CSPhraseCom &phrase);
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// Get the Phrase Sap Cost
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void getPhraseSapCost(const CSPhraseCom &phrase, uint32 totalActionMalus, sint &cost, sint &costMalus);
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// Get the Phrase Sta Cost
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void getPhraseStaCost(const CSPhraseCom &phrase, uint32 totalActionMalus, sint &cost, sint &costMalus);
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// Get the Phrase Focus Cost
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void getPhraseFocusCost(const CSPhraseCom &phrase, uint32 totalActionMalus, sint &cost, sint &costMalus);
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// Get the Phrase Hp Cost
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void getPhraseHpCost(const CSPhraseCom &phrase, uint32 totalActionMalus, sint &cost, sint &costMalus);
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// Get the Phrase Cast Time
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void getPhraseCastTime(const CSPhraseCom &phrase, uint32 totalActionMalus, float &castTime, float &castTimeMalus);
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// Get the Phrase Range
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void getPhraseMagicRange(const CSPhraseCom &phrase, uint32 totalActionMalus, sint &range, sint &rangeMalus);
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// For all bricks, get the sum of the propId property
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float getPhraseSumBrickProp(const CSPhraseCom &phrase, uint propId, bool doAbs=false);
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/// If the temporary inventory is opened so we cant execute action
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bool isExecutionInvalidCauseTempInv() const;
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/// build a list of bricks that are needed in order to learn this phrase. NB: any brick already contained in the phrase are removed
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void buildPhraseBrickRequirement(uint32 phraseSheetId, std::vector<NLMISC::CSheetId> &bricks);
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/// check if all bricks of phrase meet fame requirement
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bool fameRequirementOk(uint32 phraseSheetId);
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/// true if interesting to list the bricks of this phrase in help
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bool allowListBrickInHelp(const CSPhraseCom &phrase) const;
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/// return the combat restriction text (empty if not combat)
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void getCombatWeaponRestriction(ucstring &text, const CSPhraseCom &phrase, bool& usableWithMelee, bool& usableWithRange);
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void getCombatWeaponRestriction(ucstring &text, sint32 phraseSheetId, bool& usableWithMelee, bool& usableWithRange);
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// return true if any of the Bricks contains AvoidCyclic==true (the phrase cannot be cyclic)
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bool avoidCyclicForPhrase(const CSPhraseCom &phrase) const;
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bool avoidCyclicForPhrase(sint32 phraseSheetId) const;
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// Get total regeneration time for a power/aura phrase, in tick (0 if not a power/aura)
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NLMISC::TGameCycle getPowerDisableTime(const CSPhraseCom &phrase) const;
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// Get current time left for a power/aura phrase, in ticks (0 if not a power/aura)
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NLMISC::TGameCycle getRegenTime(const CSPhraseCom &phrase) const;
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// Get total time span necessary for a power/aura phrase to be available again (in ticks)
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NLMISC::TGameCycle getTotalRegenTime(const CSPhraseCom &phrase) const;
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/// Lookup a SuccessTable and return chance
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enum TSuccessTable
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{
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STCombat= 0,
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STOffensiveMagic,
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STCurativeMagic,
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STCraft,
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STExtract,
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STResistMagic,
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STResistMagicLink,
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STDodgeParry,
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NumSuccessTable
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};
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sint getSuccessRate(TSuccessTable st, sint level, bool partialSuccess= false);
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// @}
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// \name Phrase Execution invalidation cause of Equip
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// @{
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void setEquipInvalidation(sint64 serverTick, sint invalidTickTime);
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void updateEquipInvalidation(sint64 serverTick);
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bool isExecutionInvalidCauseEquip() const;
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// @}
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// \name BotChat special
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// @{
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// get the current skill point price of a phrase sheet
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uint32 getCurrentPhraseSheetPrice(uint32 phraseSheetId);
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// get the base skill point price of a phrase sheet (ie don't check if bricks learned or not)
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uint32 getBasePhraseSheetPrice(uint32 phraseSheetId);
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// update bot chat prices in the range [start, end[
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void updateBotChatPhrasePrice(uint start, uint end);
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// From a phrase required level, retrieve its section (for interface listing)
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uint32 getPhraseSectionFromLevel(uint32 level);
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// inverse
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void getPhraseLevelFromSection(uint32 section, uint32 &minLevel, uint32 &maxLevel);
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// For book display of section
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void getPhraseSectionBoundFromSkillFilter(sint &minSectionId, sint &maxSectionId);
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// Client Side Rolemaster phrase generation. return the number of db node filled
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uint fillRoleMasterGenericPhrase(uint32 rmFlags, uint32 rmRace);
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// @}
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/// true if the compareSkill is compatible with this combat phrase, eg more restrictive for instance
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bool skillCompatibleWithCombatPhrase(SKILLS::ESkills compareSkill, const std::vector<NLMISC::CSheetId> &phraseBricks) const;
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bool skillCompatibleWithSpecialPowerPhrase(SKILLS::ESkills compareSkill, const std::vector<NLMISC::CSheetId> &phraseBricks) const;
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/// true if phrase is usable with empty hands
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bool phraseUsableWithEmptyHands(const std::vector<NLMISC::CSheetId> &phraseBricks) const;
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// get total action malus
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uint32 getTotalActionMalus(const CSPhraseCom &phrase) const;
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void updateAllActionRegen();
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void touchRegenTickRangeFlag() { _RegenTickRangeTouched = true; }
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static uint64 getPhraseRequiredFlags(const CSPhraseCom &phrase);
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// ****************
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private:
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/// Constructor
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CSPhraseManager();
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~CSPhraseManager();
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static CSPhraseManager *_Instance;
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typedef std::map<uint32, CSPhraseCom> TPhraseMap;
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typedef TPhraseMap::iterator ItPhraseMap;
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typedef std::map<CSPhraseCom, uint32> TPhraseToSheet; // map each phrase to its sheet id
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// Map of All Phrase. Contains the Book + some system phrase (1: the Edition Phrase)
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TPhraseMap _PhraseMap;
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TPhraseToSheet _PhraseToSheet;
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std::set<sint32> _RegenPhrases;
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// timeouts for the power / auras bricks
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CTickRange _BrickRegenRange[64];
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// Shortcut To Phrases Leaves
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std::vector<CCDBNodeLeaf*> _BookDbLeaves;
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std::vector<CCDBNodeLeaf*> _MemoryDbLeaves;
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CCDBNodeLeaf *_NextExecuteLeaf;
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CCDBNodeLeaf *_NextExecuteIsCyclicLeaf;
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// extra client data
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struct CPhraseClient
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{
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sint32 Version;
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bool Lock;
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CPhraseClient()
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{
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Version= 0;
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Lock= false;
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}
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};
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std::vector<CPhraseClient> _PhraseClient;
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uint32 _MaxSlotSet;
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std::vector<uint32> _FreeSlots;
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bool _RegenTickRangeTouched;
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// Memory
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struct CMemorySlot
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{
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// Is this a macro
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bool IsMacro;
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// Is his visual dirty?
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bool IsMacroVisualDirty;
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// Macro or PhraseId
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uint32 Id;
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CMemorySlot()
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{
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IsMacro= false;
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IsMacroVisualDirty= false;
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Id= 0;
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}
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// suppose Id==0 is valid for a macro, but not for a phrase
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bool isEmpty() const
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{
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return Id==0 && IsMacro==false;
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}
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// Macro possible only if IsMacro==true
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bool isMacro() const
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{
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return IsMacro;
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}
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// phrase only if not macro, and Id!=0
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bool isPhrase() const
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{
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return !IsMacro && Id!=0;
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}
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};
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struct CMemoryLine
|
|
{
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CMemorySlot Slot[PHRASE_MAX_MEMORY_SLOT];
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};
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std::vector<CMemoryLine> _Memories;
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sint32 _SelectedMemoryDB;
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void updateMemoryDBAll();
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void updateMemoryDBSlot(uint32 memorySlot);
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|
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// The number of entries setuped to not 0
|
|
uint _LastBookNumDbFill;
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// The Book filter.
|
|
SKILLS::ESkills _BookSkillFitler;
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|
BRICK_TYPE::EBrickType _BookBrickTypeFilter;
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// true if the phrase is "compatbile" with _BookSkillFitler
|
|
bool matchBookSkillFilter(const CSPhraseCom &phrase) const;
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|
|
|
uint32 _PhraseNextExecuteCounter;
|
|
uint32 _PhraseCycleExecuteCounter;
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|
|
|
bool _InitInGameDone;
|
|
|
|
/// unlock a phrase (for BotChat Phrase buy confirmation)
|
|
void unlockPhrase(uint32 slot);
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|
|
|
// Phrase compute related
|
|
CSuccessTableSheet *_SuccessTableSheet[NumSuccessTable];
|
|
void loadSuccessTable();
|
|
|
|
// The user was indoor
|
|
bool _UserIndoor;
|
|
|
|
// called by getPhraseSuccessRate() public
|
|
sint getPhraseSuccessRate(TSuccessTable st, const CSPhraseCom &phrase, sint skillValue, uint minMpLevel);
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|
|
|
// real stuff
|
|
void setPhraseInternal(uint32 slot, const CSPhraseCom &phrase, bool lock, bool updateDB);
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|
|
|
// If the local counter and server counter are same, then view will be hid.
|
|
bool isPhraseNextExecuteCounterSync() const;
|
|
bool isPhraseCycleExecuteCounterSync() const;
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|
|
|
// setup by AH. -1 if not activated
|
|
sint32 _CurrentExecuteLineNext;
|
|
sint32 _CurrentExecuteSlotNext;
|
|
uint32 _CurrentExecutePhraseIdNext;
|
|
sint32 _CurrentExecuteLineCycle;
|
|
sint32 _CurrentExecuteSlotCycle;
|
|
uint32 _CurrentExecutePhraseIdCycle;
|
|
// For debug only. setuped by sendExecuteToServer() in local mode only
|
|
sint64 _PhraseDebugEndNextAction;
|
|
sint64 _PhraseDebugEndCyclicAction;
|
|
|
|
friend class CHandlerPhraseCounterUpdate;
|
|
friend class CHandlerPhraseDebugClient;
|
|
|
|
// Equip invalidation
|
|
sint64 _EquipInvalidationEnd;
|
|
sint64 _CurrentServerTick;
|
|
|
|
// update the execution views
|
|
void updateExecutionDisplay();
|
|
|
|
// update the memory ctrl
|
|
void updateMemoryCtrlState(uint memorySlot, class CDBCtrlSheet *ctrl, SKILLS::ESkills itemSkill);
|
|
// update the ith memory ctrl in the action bar
|
|
void updateMemoryCtrlState(uint memorySlot);
|
|
|
|
// Shortcut To PhraseSheets Leaves in BotChat
|
|
std::vector<CCDBNodeLeaf*> _BotChatPhraseSheetLeaves;
|
|
std::vector<CCDBNodeLeaf*> _BotChatPhrasePriceLeaves;
|
|
|
|
// For phrase compatibility with enchant weapon special power
|
|
NLMISC::CSheetId _EnchantWeaponMainBrick;
|
|
|
|
// \name Phrase sheet progression
|
|
// @{
|
|
enum TProgressType
|
|
{
|
|
ActionProgress= 0,
|
|
UpgradeProgress,
|
|
|
|
NumProgressType
|
|
};
|
|
std::vector<CCDBNodeLeaf*> _ProgressionDbSheets[NumProgressType];
|
|
std::vector<CCDBNodeLeaf*> _ProgressionDbLevels[NumProgressType];
|
|
std::vector<CCDBNodeLeaf*> _ProgressionDbLocks[NumProgressType];
|
|
|
|
// For each skill, which phrase are learned when the skill is gained
|
|
class CPhraseProgressInfo
|
|
{
|
|
public:
|
|
uint32 SheetId;
|
|
uint32 Level;
|
|
};
|
|
friend class CPhraseSortEntry;
|
|
class CPhraseProgression
|
|
{
|
|
public:
|
|
// All the phrase that can be learned at this level, anbd the required level of the skill
|
|
std::vector<CPhraseProgressInfo> Phrases;
|
|
};
|
|
CPhraseProgression _ProgressionPhrases[SKILLS::NUM_SKILLS];
|
|
|
|
// For each phrase SheetId, gives the required Skill formula (for help)
|
|
typedef std::map<uint32, CReqSkillFormula> TPhraseReqSkillMap;
|
|
TPhraseReqSkillMap _PhraseReqSkillMap;
|
|
|
|
// For db fill
|
|
uint _LastProgressionNumDbFill[NumProgressType];
|
|
// For db update when a brick is learned
|
|
class CProgressionUpdate : public IBrickLearnedCallback, public ISkillChangeCallback
|
|
{
|
|
public:
|
|
virtual void onBrickLearned()
|
|
{
|
|
CSPhraseManager *pPM= CSPhraseManager::getInstance();
|
|
pPM->updatePhraseProgressionDB();
|
|
}
|
|
virtual void onSkillChange()
|
|
{
|
|
CSPhraseManager *pPM= CSPhraseManager::getInstance();
|
|
pPM->updatePhraseProgressionDB();
|
|
}
|
|
};
|
|
friend class CProgressionUpdate;
|
|
CProgressionUpdate _ProgressionUpdate;
|
|
|
|
// methods
|
|
void updatePhraseProgressionDB();
|
|
// called at initInGame
|
|
void computePhraseProgression();
|
|
void insertProgressionSkillRecurs(SKILLS::ESkills skill, uint32 value, sint *skillReqLevel, std::vector<SKILLS::ESkills> &skillsToInsert);
|
|
|
|
// @}
|
|
|
|
/// return the skill of the root
|
|
SKILLS::ESkills getPhraseRootSkill(const std::vector<NLMISC::CSheetId> &phraseBricks) const;
|
|
|
|
/// return true if all the requirement in order to learn this prhase are met.
|
|
bool phraseRequirementOk(uint32 phraseSheetId);
|
|
|
|
|
|
/// Execution ACK reception
|
|
// @{
|
|
struct CAckExecuteEntry
|
|
{
|
|
enum TState
|
|
{
|
|
WaitAck= 0,
|
|
OK,
|
|
KO
|
|
};
|
|
TState State;
|
|
uint32 Counter;
|
|
sint32 MemoryLine;
|
|
sint32 MemorySlot;
|
|
uint32 PhraseId;
|
|
};
|
|
typedef std::deque<CAckExecuteEntry> TAckExecuteList;
|
|
TAckExecuteList _AckExecuteCycleList;
|
|
TAckExecuteList _AckExecuteNextList;
|
|
|
|
void appendCurrentToAckExecute(bool cyclic);
|
|
void resetAckExecuteList(bool cyclic);
|
|
|
|
// @}
|
|
|
|
ucstring formatMalus(sint base, sint malus);
|
|
ucstring formatMalus(float base, float malus);
|
|
std::string formatBonusMalus(sint32 base, sint32 mod);
|
|
|
|
// Special for combat: Build the "phrase skill compatible" formula
|
|
// NB: Use a ReqSkillFormula, but don't use the value part, cause no requirement is made on it
|
|
CReqSkillFormula buildCombatPhraseSkillFormula(const std::vector<NLMISC::CSheetId> &phraseBricks) const;
|
|
|
|
// For Magic and Magic Staff
|
|
uint32 getSpellLevel(const std::vector<NLMISC::CSheetId> &phraseBricks) const;
|
|
|
|
// For Magic
|
|
void getResistMagic(bool resistMagic[RESISTANCE_TYPE::NB_RESISTANCE_TYPE], const std::vector<NLMISC::CSheetId> &phraseBricks);
|
|
|
|
void updateAllMemoryCtrlRegenTickRange();
|
|
void updateMemoryCtrlRegenTickRange(uint memorySlot, CDBCtrlSheet *ctrl);
|
|
void updateMemoryCtrlRegenTickRange(uint memorySlot);
|
|
|
|
CDBCtrlSheet *getMemorySlotCtrl(uint memorySlot);
|
|
|
|
CTickRange getRegenTickRange(const CSPhraseCom &phrase) const;
|
|
|
|
CCDBNodeLeaf *getRegenTickRangeDbLeaf(uint powerIndex) const;
|
|
// get regen tick range for a specific power, from the database
|
|
CTickRange getRegenTickRange(uint powerIndex) const;
|
|
public:
|
|
// tmp for test : set regen tick range locally
|
|
void setRegenTickRange(uint powerIndex, const CTickRange &tickRange);
|
|
};
|
|
|
|
#endif // NL_SPHRASE_MANAGER_H
|
|
|
|
/* End of sphrase_manager.h */
|