khanat-opennel-code/code/ryzom/common/src/game_share/mode_and_behaviour.h
2011-05-30 17:05:13 +02:00

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