mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-11 04:14:49 +00:00
161 lines
6 KiB
C++
161 lines
6 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/>.
|
|
|
|
|
|
|
|
#include "stdpch.h"
|
|
|
|
#include "nel/misc/debug.h"
|
|
#include "nel/misc/common.h"
|
|
#include "nel/misc/string_conversion.h"
|
|
|
|
#include "mode_and_behaviour.h"
|
|
|
|
using namespace std;
|
|
|
|
namespace NLMISC
|
|
{
|
|
std::string toString ( const MBEHAV::CBehaviour &b) { return MBEHAV::behaviourToString( b.Behaviour ) + " " + NLMISC::toString(b.Data); }
|
|
};
|
|
|
|
namespace MBEHAV
|
|
{
|
|
//
|
|
// Modes
|
|
//
|
|
|
|
NL_BEGIN_STRING_CONVERSION_TABLE (EMode)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (UNKNOWN_MODE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (NORMAL)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (COMBAT_FLOAT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (COMBAT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (SWIM)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (SIT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (MOUNT_NORMAL)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (MOUNT_SWIM)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (EAT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (REST)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (ALERT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (HUNGRY)
|
|
//NL_STRING_CONVERSION_TABLE_ENTRY (RESURECTED)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (DEATH)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (SWIM_DEATH)
|
|
//NL_STRING_CONVERSION_TABLE_ENTRY (PERMANENT_DEATH)
|
|
//NL_STRING_CONVERSION_TABLE_ENTRY (TELEPORT)
|
|
NL_END_STRING_CONVERSION_TABLE(EMode, ModeConversion, UNKNOWN_MODE)
|
|
|
|
|
|
//
|
|
// Behaviours
|
|
//
|
|
|
|
NL_BEGIN_STRING_CONVERSION_TABLE (EBehaviour)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (UNKNOWN_BEHAVIOUR)
|
|
// init Behaviours
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (IDLE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (STUNNED)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (STUN_END)
|
|
|
|
// Actions with tools or trade skills
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (LOOT_INIT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (LOOT_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (PROSPECTING)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (PROSPECTING_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (EXTRACTING)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (EXTRACTING_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CARE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CARE_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (HARVESTING)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (HARVESTING_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (FABER)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (FABER_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (REPAIR)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (REPAIR_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (REFINE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (REFINE_END)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (TRAINING)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (TRAINING_END)
|
|
|
|
//---- SPELL CASTING ------//
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_OFF)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_CUR)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_MIX)
|
|
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_ACID)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_BLIND)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_COLD)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_ELEC)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_FEAR)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_FIRE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_HEALHP)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_MAD)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_POISON)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_ROOT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_ROT)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_SHOCK)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_SLEEP)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_SLOW)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_STUN)
|
|
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_OFF_FAIL)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_OFF_FUMBLE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_OFF_SUCCESS)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_OFF_LINK)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_CUR_FAIL)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_CUR_FUMBLE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_CUR_SUCCESS)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_CUR_LINK)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_MIX_FAIL)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_MIX_FUMBLE)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_MIX_SUCCESS)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_MIX_LINK)
|
|
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_FAIL)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CAST_SUCCESS)
|
|
//-------------------------//
|
|
|
|
//--------- COMBAT---------//
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (DEFAULT_ATTACK)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (POWERFUL_ATTACK)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (AREA_ATTACK)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (RANGE_ATTACK)
|
|
// Combat creature
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CREATURE_ATTACK_0)
|
|
NL_STRING_CONVERSION_TABLE_ENTRY (CREATURE_ATTACK_1)
|
|
NL_END_STRING_CONVERSION_TABLE(EBehaviour, BehaviourConversion, UNKNOWN_BEHAVIOUR)
|
|
|
|
|
|
// conversion between mode and string
|
|
EMode stringToMode (const std::string &str) { return ModeConversion.fromString(str); }
|
|
const string & modeToString (EMode mode) { return ModeConversion.toString(mode); }
|
|
|
|
// conversion between behaviour and string
|
|
EBehaviour stringToBehaviour (const std::string &str) { return BehaviourConversion.fromString(str); }
|
|
const std::string & behaviourToString (EBehaviour behav) { return BehaviourConversion.toString(behav); }
|
|
|
|
//-----------------------------------------------
|
|
// initMap :
|
|
//-----------------------------------------------
|
|
void initMap()
|
|
{
|
|
//--------- EMOTE ----------//
|
|
for(uint i = EMOTE_BEGIN; i<EMOTE_END; ++i)
|
|
{
|
|
BehaviourConversion.insert (NLMISC::toString("EMOTE_%d", i-EMOTE_BEGIN).c_str(), (EBehaviour)i);
|
|
}
|
|
}
|
|
|
|
}; // MBEHAV
|