khanat-code-old/code/ryzom/client/src/interface_v3/action_phrase_faber.h
2013-02-14 09:53:06 -06:00

256 lines
7.7 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 NL_ACTION_PHRASE_FABER_H
#define NL_ACTION_PHRASE_FABER_H
#include "nel/misc/types_nl.h"
#include "inventory_manager.h"
#include "game_share/rm_family.h"
#include "game_share/brick_families.h"
#include "game_share/item_origin.h"
#include "skill_change_callback.h"
// ***************************************************************************
class CSBrickSheet;
// ***************************************************************************
// There is at max 10 requirement line: 5 item part, and 5 formula items
#define MAX_ITEM_REQ_LINE 10
#define MAX_MP_SLOT 36
// ***************************************************************************
/**
* Faber Execution Manager
* \author Lionel Berenguier
* \author Nevrax France
* \date 2003
*/
class CActionPhraseFaber
{
public:
/// Constructor
CActionPhraseFaber();
/// open the window
void launchFaberCastWindow(sint32 memoryLine, uint memoryIndex, CSBrickSheet *rootBrick);
/// called when the window is closed
void onCloseFaberCastWindow();
/// Fill the Faber Plan selection DB (no window opened)
void fillFaberPlanSelection(const std::string &brickDB, uint maxSelection);
/// Called when the user has selected the Plan. copy bag. the itemPlanBrick must have "FaberPlan" good infos.
void validateFaberPlanSelection(CSBrickSheet *itemPlanBrick);
/// Called when the user click on a slot (full or empty)
void startMpSelection(uint itemReqLine, uint mpSlot);
/// Called when the user validate click on a mp slot
void validateMpSelection(uint selectId);
/// Called when the user selected the mp quantity to change
void validateMpSelectQuantity();
/// Validate the execution
void validateExecution();
private:
struct CItem
{
// Item Origin
uint16 InventoryId; // INVENTORIES::TInventory
uint16 IdInInventory;
// Item State
NLMISC::CSheetId Sheet;
sint32 Quality;
sint32 Quantity;
sint32 UserColor;
sint32 Weight;
// BitField to know which itemReqLine has selected this Item
uint Selected;
// This is the original quantity in inventory
sint32 OriginalQuantity;
bool LockedByOwner;
CItem() : Sheet(0)
{
Quality= 0;
Quantity= 0;
UserColor= 0;
Weight= 0;
Selected= 0;
OriginalQuantity= 0;
}
void reset()
{
InventoryId= 0;
IdInInventory= 0;
Sheet= NLMISC::CSheetId::Unknown;
Quality= 0;
Quantity= 0;
UserColor= 0;
Weight= 0;
Selected= 0;
OriginalQuantity= 0;
}
};
// The observer in case of skill change
class CSkillObserver : public ISkillChangeCallback
{
public:
virtual void onSkillChange();
};
CSkillObserver _SkillObserver;
friend class CSkillObserver;
// For Selection/Validate
uint _MpSelectionItemReqLine;
std::vector<uint> _MpCurrentSelection;
// For Change Quantity/Validate
uint _MpChangeQuantitySlot;
// the Launched Action
sint32 _ExecuteFromMemoryLine;
uint _ExecuteFromMemoryIndex;
CSBrickSheet *_ExecuteFromItemPlanBrick;
// The required brick family for the rootBrick
std::vector<BRICK_FAMILIES::TBrickFamily> _FaberPlanBrickFamilies;
// The Inventory manipulated.
std::vector<CItem> _InventoryMirror;
bool _InventoryObsSetup;
class CDBInventoryObs : public NLMISC::ICDBNode::IPropertyObserver
{
public:
virtual void update(NLMISC::ICDBNode* node);
};
CDBInventoryObs _DBInventoryObs;
friend class CDBInventoryObs;
// The animals Status
class CDBAnimalObs : public NLMISC::ICDBNode::IPropertyObserver
{
public:
virtual void update(NLMISC::ICDBNode* node);
};
CDBAnimalObs _DBAnimalObs;
friend class CDBAnimalObs;
// The Current MP Construction for a Line of Item Requirement
class CMPBuild
{
public:
// Different Type of requirement per line
enum TReqLineType
{
ItemPartReq=0, // The line requires MPs that can craft a particular ItemPart
SpecificItemReq, // The line requires specific MP
NumReqLineType
};
public:
TReqLineType RequirementType;
// Bkup from BrickPlan
RM_FABER_TYPE::TRMFType FaberTypeRequired; // valid if RequirementType==ItemPartReq
NLMISC::CSheetId SpecificItemRequired; // valid if RequirementType==SpecificItemReq
// For each MpSlot, the Inventory index (points to _InventoryMirror), and the quantity selected
uint Id[MAX_MP_SLOT];
// For each MpSlot, the quantity selected
uint QuantitySelected[MAX_MP_SLOT];
// The quantity required for this line
uint QuantityReq;
// The number of mpSlot setuped (ie where quantity!=0)
uint NumMpSlot;
public:
CMPBuild()
{
reset();
}
void reset()
{
RequirementType= ItemPartReq;
FaberTypeRequired= RM_FABER_TYPE::Unknown;
SpecificItemRequired= NLMISC::CSheetId::Unknown;
QuantityReq= 0;
NumMpSlot= 0;
// For all slot, reset the quantities setuped
for(uint mpSlot=0;mpSlot<MAX_MP_SLOT;mpSlot++)
{
QuantitySelected[mpSlot]= 0;
Id[mpSlot]= 0; // useless, but for consistency
}
}
};
CMPBuild _MPBuild[MAX_ITEM_REQ_LINE];
uint _MPBuildNumItemPartReq; // The number of different itempart lines requirement
uint _MPBuildNumSpecificItemReq; // The number of different specific items lines requirement
uint _MPBuildNumTotalItemReq; // Total of requirement
void fillDBWithMP(const std::string &sheetBase, const CItem &item);
void resetSelection();
void fillSelection(const std::vector<uint> &mps);
void filterSelectionItemPart(std::vector<uint> &mps, RM_FABER_TYPE::TRMFType itemPartFilter, ITEM_ORIGIN::EItemOrigin originFilter);
void filterSelectionItemSpecific(std::vector<uint> &mps, NLMISC::CSheetId specificItemWanted);
uint getMaxQuantityChange(uint itemReqLine, uint mpSlot) const;
uint getTotalQuantitySetuped(uint itemReqLine) const;
void updateEmptySlot(uint itemReqLine, CInterfaceGroup *itemReqLineGroup=NULL);
void updateQuantityView(uint itemReqLine);
void updateValidButton();
void deleteMpSlot(uint itemReqLine, uint mpSlot);
// When the inventory is modified, must do some checks on the current faber execution
void onInventoryChange();
void removeMpSlotThatUseInvSlot(uint invSlot, uint quantityToRemove);
// from an index in _InventoryMirror, get the ItemImage
CItemImage *getInvMirrorItemImage(uint slotIndex, uint& invId, uint& indexInInv);
bool isMpAvailable(CItemSheet *mpSheet, uint invId, uint slotIndex) const;
void updateItemResult();
};
// ***************************************************************************
// Called when click a Faber phrase
extern void launchFaberCastWindow(sint32 memoryLine, uint memoryIndex, CSBrickSheet *rootBrick);
// Called when select a Faber plan
extern void fillFaberPlanSelection(const std::string &brickDB, uint maxSelection);
// Called when the Faber plan is selected
extern void validateFaberPlanSelection(CSBrickSheet *itemPlanBrick);
// Called when something needs to close the crafting window (does nothing if not open)
extern void closeFaberCastWindow();
#endif // NL_ACTION_PHRASE_FABER_H
/* End of action_phrase_faber.h */