Fix css style order when using external css files
[ryzomcore.git] / ryzom / client / src / client_sheets / attack_sheet.cpp
blob8fd19ec5310597d476343ac9b5dfd8e8d3b7aae8
1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010 Winch Gate Property Limited
3 //
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
19 #include "stdpch.h"
20 #include "attack_sheet.h"
22 #include "nel/georges/u_form_elm.h"
23 #include "nel/georges/u_form.h"
24 #include "nel/georges/u_form_loader.h"
27 // *********************************************************************************************************
28 CAttackSheet::CAttackSheet()
30 ProjectileDelay = 0.f;
31 ProjectileMode = MAGICFX::Bomb;
32 PlayImpactFXOnlyOnMainTarget = false;
33 PlayImpactAnim = true;
34 LetProjectileStickedOnTarget = false;
35 ForceUseProjectileDelay = false;
36 ApplyItemOffsetToWeaponBone = true;
37 AdditionnalStartOffset.set(0.f, 0.f, 0.f);
40 // *********************************************************************************************************
41 void CAttackSheet::build(const NLGEORGES::UFormElm &item, const std::string &prefix)
43 bool ok = true;
44 ok &= item.getValueByName(AttackBeginFX, (prefix + "AttackBeginFX").c_str());
45 ok &= item.getValueByName(AttackLoopFX, (prefix + "AttackLoopFX").c_str());
46 ok &= item.getValueByName(AttackEndFX, (prefix + "AttackEndFX").c_str());
47 ok &= item.getValueByName(AttackStaticObjectCastFX, (prefix + "AttackStaticObjectCastFX").c_str());
48 ok &= item.getValueByName(AttackFailFX, (prefix + "AttackFailFX").c_str());
49 ok &= item.getValueByName(ProjectileFX, (prefix + "ProjectileFX").c_str());
50 ok &= item.getValueByName(ImpactFX, (prefix + "ImpactFX").c_str());
52 ok &= item.getValueByName(ProjectileDelay, (prefix + "ProjectileDelay").c_str());
53 ok &= item.getValueByName(StaticObjectProjectileDelay, (prefix + "StaticObjectProjectileDelay").c_str());
54 uint32 projectileMode = 0;
55 ok &= item.getValueByName(projectileMode, (prefix + "ProjectileMode").c_str());
56 ProjectileMode = (MAGICFX::TSpellMode) projectileMode;
57 ok &= item.getValueByName(IsImpactLocalised, (prefix + "IsImpactLocalised").c_str());
58 ok &= item.getValueByName(PlayImpactFXOnlyOnMainTarget, (prefix + "PlayImpactFXOnlyOnMainTarget").c_str());
59 ok &= item.getValueByName(PlayImpactAnim, (prefix + "PlayImpactAnim").c_str());
60 ok &= DefaultCastingPoint.build(item, prefix + "DefaultCastingPoint.");
61 ok &= DefaultAimingPoint.build(item, prefix + "DefaultAimingPoint.");
62 ok &= item.getValueByName(LetProjectileStickedOnTarget, (prefix + "LetProjectileStickedOnTarget").c_str());
63 ok &= item.getValueByName(ForceUseProjectileDelay, (prefix + "ForceUseProjectileDelay").c_str());
64 ok &= item.getValueByName(ApplyItemOffsetToWeaponBone, (prefix + "ApplyItemOffsetToWeaponBone").c_str());
65 ok &= item.getValueByName(AdditionnalStartOffset.x, (prefix + "AdditionnalStartOffsetX").c_str());
66 ok &= item.getValueByName(AdditionnalStartOffset.y, (prefix + "AdditionnalStartOffsetY").c_str());
67 ok &= item.getValueByName(AdditionnalStartOffset.z, (prefix + "AdditionnalStartOffsetZ").c_str());
68 if (!ok)
70 nlwarning("Couldn't read all fields");
74 // *********************************************************************************************************
75 void CAttackSheet::serial(NLMISC::IStream &f)
77 f.serialEnum(ProjectileMode);
78 f.serial(AttackBeginFX);
79 f.serial(AttackLoopFX);
80 f.serial(AttackEndFX);
81 f.serial(AttackStaticObjectCastFX);
82 f.serial(AttackFailFX);
83 f.serial(ProjectileFX);
84 f.serial(ImpactFX);
85 f.serial(ProjectileDelay);
86 f.serial(StaticObjectProjectileDelay);
87 f.serial(PlayImpactFXOnlyOnMainTarget); // Only may target play the impact fx (but other target play the impact anim)
88 f.serial(IsImpactLocalised);
89 f.serial(DefaultCastingPoint);
90 f.serial(DefaultAimingPoint);
91 f.serial(PlayImpactAnim);
92 f.serial(LetProjectileStickedOnTarget);
93 f.serial(ForceUseProjectileDelay);
94 f.serial(ApplyItemOffsetToWeaponBone);
95 f.serial(AdditionnalStartOffset);