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