568 lines
15 KiB
C
568 lines
15 KiB
C
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// 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 MODE_AND_BEHAVIOUR_H
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#define MODE_AND_BEHAVIOUR_H
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#include "nel/misc/types_nl.h"
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#include "base_types.h"
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namespace MBEHAV
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{
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// Mode
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enum EMode
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{
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// IMPORTANT : IF YOU MODIFY THIS ENUM DO NOT FORGET TO CHANGE stringToMode() TOO
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UNKNOWN_MODE = 0,
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NORMAL,
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COMBAT_FLOAT,
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COMBAT,
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SWIM,
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SIT,
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//---------- MOUNT --------//
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MOUNT_NORMAL,
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MOUNT_SWIM,
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//-------------------------//
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EAT,
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REST,
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ALERT,
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HUNGRY,
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//--------- DEAD ----------//
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// Do not ungroup the tree next behaviours
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// RESURECTED,
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DEATH,
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SWIM_DEATH,
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// PERMANENT_DEATH,
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//-------------------------//
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//-------TELEPORT----------//
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// TELEPORT,
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//-------------------------//
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NUMBER_OF_MODES
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// IMPORTANT : IF YOU MODIFY THIS ENUM DO NOT FORGET TO CHANGE stringToMode() TOO
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};
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/**
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* get the right mode from the input string
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* \param str the input string
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* \return the EMode associated to this string (UNKNOWN_MODE if the string cannot be interpreted)
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*/
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EMode stringToMode(const std::string &str);
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/**
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* get the right mode from the input string
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* \param mode the EMode
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* \return the mode as a string
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*/
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const std::string & modeToString(EMode mode);
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/**
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* Mode structure
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*/
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struct TMode
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{
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union
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{
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/// Raw full mode version
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uint64 RawModeAndParam;
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// Structure with mode and param version
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struct
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{
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/// Mode identifier (from enum)
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sint32 Mode;
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/// Param union
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union
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{
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/// Raw full param version
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uint32 RawParam;
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/// Compressed pos param versiob
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struct
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{
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uint16 X16;
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uint16 Y16;
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} Pos;
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/// Angle param version
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float Theta;
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};
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};
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};
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/// Default constructor
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TMode() : RawModeAndParam(0) {}
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/// Constructor 1
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TMode( EMode mode, sint32 posX, sint32 posY )
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{
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Mode = mode;
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Pos.X16 = (uint16)(posX >> 4);
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Pos.Y16 = (uint16)(posY >> 4);
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}
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/// Constructor 2
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TMode( EMode mode, float theta )
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{
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Mode = mode;
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Theta = theta;
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}
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/// Constructor 3
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TMode( uint64 raw ) : RawModeAndParam(raw) {}
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/// Cast operator (uint64)
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inline operator uint64() const
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{
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return RawModeAndParam;
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}
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/// Assignment operator
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TMode& operator=( const TMode& src )
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{
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RawModeAndParam = src.RawModeAndParam;
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return *this;
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}
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/// Set mode and fill pos from mirror and compress (must be defined in every service calling it!)
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void setModeAndPos( EMode mode, const TDataSetRow& entityIndex );
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/// Set mode and theta
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void setModeAndTheta( EMode mode, float theta ) { Mode = mode; Theta = theta; }
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/// Comparison operator
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bool operator==( const TMode& other )
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{
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return RawModeAndParam == other.RawModeAndParam;
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}
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/// Comparison operator
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bool operator!=( const TMode& other )
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{
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return RawModeAndParam != other.RawModeAndParam;
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}
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/// toString()
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inline std::string toString() const
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{
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return modeToString( (EMode)Mode ); // TODO: param
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}
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inline void serial (NLMISC::IStream &f) throw (NLMISC::EStream)
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{
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f.serial( RawModeAndParam );
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}
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/// Return true if the entity is in a mount mode
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bool isMountMode() const { return (Mode == MOUNT_NORMAL) || (Mode == MOUNT_SWIM); }
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};
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// Behaviour
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enum EBehaviour
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{
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// IMPORTANT : IF YOU MODIFY THIS ENUM DO NOT FORGET TO CHANGE stringToBehaviour() TOO
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UNKNOWN_BEHAVIOUR = 0,
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IDLE, // 1
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STUNNED,
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STUN_END,
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//--------- LOOT ----------//
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LOOT_INIT,
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LOOT_END,
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//-------------------------//
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//-------- FORAGE ---------//
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PROSPECTING,
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PROSPECTING_END,
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EXTRACTING,
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EXTRACTING_END,
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CARE,
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CARE_END,
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//-------------------------//
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//--------HARVEST ---------//
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HARVESTING,
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HARVESTING_END,
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//-------------------------//
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//--------- FABER ---------//
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FABER,
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FABER_END,
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REPAIR,
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REPAIR_END,
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REFINE,
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REFINE_END,
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//--------- TRAINING ---------//
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TRAINING,
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TRAINING_END,
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//---- SPELL CASTING ------//
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MAGIC_CASTING_BEHAVIOUR_BEGIN,
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CAST_OFF= MAGIC_CASTING_BEHAVIOUR_BEGIN, // Offensive Cast
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CAST_CUR, // Curative Cast
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CAST_MIX, // Mixed Cast
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CAST_ACID,
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CAST_BLIND,
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CAST_COLD,
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CAST_ELEC,
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CAST_FEAR,
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CAST_FIRE,
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CAST_HEALHP,
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CAST_MAD,
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CAST_POISON,
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CAST_ROOT,
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CAST_ROT,
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CAST_SHOCK,
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CAST_SLEEP,
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CAST_SLOW,
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CAST_STUN,
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MAGIC_CASTING_BEHAVIOUR_END = CAST_STUN,
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MAGIC_END_CASTING_BEHAVIOUR_BEGIN,
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// Offensive Cast
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CAST_OFF_FAIL = MAGIC_END_CASTING_BEHAVIOUR_BEGIN,// Offensive Cast
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CAST_OFF_FUMBLE, // Offensive Cast
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CAST_OFF_SUCCESS, // Offensive Cast
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CAST_OFF_LINK, // Offensive Cast
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// Curative Cast
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CAST_CUR_FAIL, // Curative Cast
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CAST_CUR_FUMBLE, // Curative Cast
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CAST_CUR_SUCCESS, // Curative Cast
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CAST_CUR_LINK, // Curative Cast
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// Mixed Cast
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CAST_MIX_FAIL, // Mixed Cast
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CAST_MIX_FUMBLE, // Mixed Cast
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CAST_MIX_SUCCESS, // Mixed Cast
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CAST_MIX_LINK, // Mixed Cast
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CAST_FAIL,
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CAST_SUCCESS,
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MAGIC_END_CASTING_BEHAVIOUR_END = CAST_SUCCESS,
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//-------------------------//
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//--------- COMBAT---------//
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COMBAT_BEHAVIOUR_BEGIN, // not a behaviour, just here to know if a behaviour is a combat one
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DEFAULT_ATTACK = COMBAT_BEHAVIOUR_BEGIN,
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POWERFUL_ATTACK,
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AREA_ATTACK,
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RANGE_ATTACK,
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COMBAT_BEHAVIOUR_END = RANGE_ATTACK,
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CREATURE_ATTACK_BEGIN,
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CREATURE_ATTACK_0 = CREATURE_ATTACK_BEGIN,
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CREATURE_ATTACK_1,
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CREATURE_ATTACK_END = CREATURE_ATTACK_1,
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EMOTE_BEGIN, // 46
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EMOTE_END = EMOTE_BEGIN+150,
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// IMPORTANT : IF YOU MODIFY THIS ENUM DO NOT FORGET TO CHANGE stringToBehaviour() TOO
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NUMBER_OF_BEHAVIOURS
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};
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/// Packed behaviour code
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struct TBehaviour8
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{
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uint8 Behaviour8;
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/// Constructor
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TBehaviour8( EBehaviour b=UNKNOWN_BEHAVIOUR )
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{
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Behaviour8 = (uint8)b;
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}
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/// Assignment from packed behaviour code
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TBehaviour8& operator=( TBehaviour8 b8 )
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{
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Behaviour8 = b8;
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return (*this);
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}
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/// Assignment from behaviour enum
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TBehaviour8& operator=( EBehaviour b )
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{
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Behaviour8 = (uint8)b;
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return (*this);
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}
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/// Cons cast into behaviour enum
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operator const EBehaviour () const
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{
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return (EBehaviour)Behaviour8;
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}
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};
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/**
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* get the right behaviour from the input string
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* \param str the input string
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* \return the EBehaviour associated to this string (UNKNOWN_BEHAVIOUR if the string cannot be interpreted)
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*/
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EBehaviour stringToBehaviour(const std::string &str);
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/**
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* get the right behaviour from the input string
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* \param behav the EBehaviour
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* \return str the input string
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*/
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const std::string & behaviourToString(EBehaviour behav);
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/**
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* Structure for behaviour
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* \author David Fleury
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* \author Nevrax France
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* \date 2002
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*/
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struct CBehaviour
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{
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/************************************************************************/
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/* total class size MUST be 64 bits (sizeof==8) */
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/************************************************************************/
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/************************************************************************/
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/* We have 24 bits of data per behaviour (16+8) */
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/************************************************************************/
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union
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{
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uint16 Data;
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struct
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{
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uint16 Time : 4; // bits 3..6 of TGameCycle (mandatory for reissuing the behaviour)
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uint16 HitType : 3; // THitType
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uint16 ImpactIntensity : 3; // 1 - 5
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uint16 ActionDuration : 2;
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uint16 Localisation : 3; // 6 possible localisation (TBodyPart)
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uint16 KillingBlow : 1; // 0 = false, 1 = killing blow (kill the main target)
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// 16 bits used
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} Combat;
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struct
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{
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uint16 Time : 4; // bits 3..6 of TGameCycle (mandatory for reissuing the behaviour)
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// type d'arme
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uint16 WeaponType : 2; // from TRangeWeaponType
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uint16 ImpactIntensity : 3; // 1 - 5
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uint16 Localisation : 3; // 6 possible localisation (TBodyPart). For generic weapons only
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uint16 Unused : 4;
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} Range;
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struct
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{
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uint16 Time : 4; // bits 3..6 of TGameCycle (mandatory for reissuing the behaviour)
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uint16 SpellMode : 2; // MAGICFX::TSpellMode 0 = bomb, 1 = chain, 2 = spray
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uint16 SpellId : 6; // 0+ = index (MAGICFX::TMagicFx)
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uint16 SpellIntensity : 3; // 0=nothing, 1+ = intensity (up to 5)
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uint16 Resist : 1; // 1 = the target resisted
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// 16 bits used
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} Spell;
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struct
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{
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uint16 Time : 4; // bits 3..6 of TGameCycle (mandatory for reissuing the behaviour)
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uint16 Resist : 1; // 1 = the target resisted
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uint16 ImpactIntensity : 3; // 1 - 5
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uint16 ActionDuration : 2;
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uint16 Localisation : 3; // 6 possible localisation (TBodyPart)
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uint16 MagicImpactIntensity : 3; // 1 - 5
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// 16 bits used
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} CreatureAttack;
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struct
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{
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uint16 Time : 4; // bits 3..6 of TGameCycle (mandatory for reissuing the behaviour)
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uint16 Range : 7;
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uint16 Angle : 2;
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uint16 Level : 3; // 0 - 4
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// 16 bits used
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} ForageProspection;
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struct
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{
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uint16 Time : 4; // bits 3..6 of TGameCycle (mandatory for reissuing the behaviour)
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uint16 Level : 4; // 1 - 15
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// 8 bits used
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} ForageExtraction;
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// IMPORTANT: If you add another member struct in the enum, reserve at the beginning:
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// uint16 Time : 3; // bits 3..6 of TGameCycle (mandatory for reissuing the behaviour)
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// It is set by PHRASE_UTILITIES::sendUpdateBehaviour().
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};
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union
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{
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uint8 Data2;
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struct
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{
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uint8 TargetMode : 1; // 0 -> one target, 1->target list
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uint8 DamageType : 2; // blunt/Slashing/Piercing
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// effectId ?
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// effectIntensity
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uint8 Unused : 5;
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} Combat2;
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struct
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{
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uint8 SelfSpell : 1; // 0 -> target list, 1-> self spell
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uint8 Unused : 7;
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} Spell2;
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struct
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{
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uint8 TargetMode : 1; // 0->target courant, 1->target list
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uint8 HitType : 3; // THitType (critic etc..)
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uint8 DamageType : 2; // blunt/Slashing/Piercing
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uint8 Unused : 2;
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} CreatureAttack2;
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};
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TBehaviour8 Behaviour;
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sint16 DeltaHP;
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uint16 Unused; /// Keep it, used to make the class size = 64 bits (sizeof(CBehaviour) MUST return 8 (bytes))
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inline CBehaviour() : Behaviour(UNKNOWN_BEHAVIOUR), Data(0), Data2(0), DeltaHP(0), Unused(0) {}
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inline CBehaviour( EBehaviour behaviour )
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{
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Unused = 0;
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Data = 0;
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Data2 = 0;
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DeltaHP = 0;
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Behaviour = behaviour;
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}
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inline CBehaviour( EBehaviour behaviour, uint16 data1, uint8 data2 = 0 )
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{
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Unused = 0;
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Data = data1;
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Data2 = data2;
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DeltaHP = 0;
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Behaviour = behaviour;
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}
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inline CBehaviour( uint64 rawdata )
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{
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*this = rawdata;
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}
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/// Cast operator (uint64).
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inline operator uint64() const
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{
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|
/************************************************************************/
|
||
|
/* Problem: Olivier use a (sint64*) cast on a CBehaviour*, so this operator isn't called ! :'( */
|
||
|
/* must use Member declaration order to match 'brutal' cast */
|
||
|
/************************************************************************/
|
||
|
//return (((uint64)(DeltaHP)) << 32) + (((uint64)(Data2)) << 24) + (((uint64)(Data)) << 8) + Behaviour;
|
||
|
return (((uint64)(DeltaHP)) << 32) + (((uint64)(Behaviour)) << 24) + (((uint64)(Data2)) << 16) + Data;
|
||
|
}
|
||
|
|
||
|
inline CBehaviour& operator= ( uint64 raw )
|
||
|
{
|
||
|
/*
|
||
|
DeltaHP = (sint16)(raw >> 32) ;
|
||
|
Data2 = (uint8)(raw >> 24) ;
|
||
|
Data = (uint16)(raw >> 8) ;
|
||
|
Behaviour = TBehaviour8( (EBehaviour)(raw & 0xFF) );
|
||
|
*/
|
||
|
DeltaHP = (sint16)(raw >> 32) ;
|
||
|
Behaviour = TBehaviour8( (EBehaviour)((raw >> 24)& 0xFF) );
|
||
|
Data2 = uint8((raw >> 16) & 0xff);
|
||
|
Data = uint16(raw & 0xffff);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
inline CBehaviour& operator= ( EBehaviour behaviour )
|
||
|
{
|
||
|
DeltaHP = 0;
|
||
|
Data = 0;
|
||
|
Data2 = 0;
|
||
|
Behaviour = behaviour;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
inline CBehaviour& operator = ( const CBehaviour& p )
|
||
|
{ DeltaHP = p.DeltaHP; Behaviour = p.Behaviour; Data = p.Data; Data2 = p.Data2; return *this; }
|
||
|
|
||
|
inline bool operator == ( const CBehaviour& p ) const
|
||
|
{ return (DeltaHP == p.DeltaHP && Behaviour == (EBehaviour)p.Behaviour && Data == p.Data && Data2 == p.Data2); }
|
||
|
|
||
|
inline bool operator != ( const CBehaviour& p ) const
|
||
|
{ return (Behaviour != (EBehaviour)p.Behaviour || Data != p.Data || Data2 != p.Data2 || DeltaHP != p.DeltaHP); }
|
||
|
|
||
|
inline void serial (NLMISC::IStream &f) throw (NLMISC::EStream)
|
||
|
{
|
||
|
if (f.isReading() )
|
||
|
{
|
||
|
uint64 data = 0;
|
||
|
f.serial( data );
|
||
|
*this = data;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
uint64 data = (uint64)(*this);
|
||
|
f.serial( data );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/// methode toString()
|
||
|
inline std::string toString() const
|
||
|
{
|
||
|
std::string text = behaviourToString( Behaviour ) + " " + NLMISC::toString(Data) + " "+NLMISC::toString(Data2)+" "+ NLMISC::toString(DeltaHP);
|
||
|
return text;
|
||
|
}
|
||
|
|
||
|
/// Return 'true' if the behaviour is a magic one.
|
||
|
inline bool isMagic() const {return (Behaviour >= MAGIC_CASTING_BEHAVIOUR_BEGIN && Behaviour <= MAGIC_END_CASTING_BEHAVIOUR_END);}
|
||
|
/// Return 'true' if the behaviour is a combat one.
|
||
|
inline bool isCombat() const {return (Behaviour >= COMBAT_BEHAVIOUR_BEGIN && Behaviour <= COMBAT_BEHAVIOUR_END);}
|
||
|
/// Return 'true' if the behaviour is a creature related one
|
||
|
inline bool isCreatureAttack() const {return (Behaviour >= CREATURE_ATTACK_BEGIN && Behaviour <= CREATURE_ATTACK_END);}
|
||
|
/// Return 'true' if the behaviour is an emote one.
|
||
|
inline bool isEmote() const {return (Behaviour >= EMOTE_BEGIN && Behaviour <= EMOTE_END);}
|
||
|
};
|
||
|
}; // MBEHAV //
|
||
|
|
||
|
/// method toString()
|
||
|
namespace NLMISC
|
||
|
{
|
||
|
std::string toString ( const MBEHAV::CBehaviour &b);
|
||
|
};
|
||
|
|
||
|
#endif // MODE_AND_BEHAVIOUR_H
|
||
|
|
||
|
/* End of mode_and_behaviour.h */
|