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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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96 lines
4.4 KiB
C++
96 lines
4.4 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 "attack_sheet.h"
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//
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#include "nel/georges/u_form_elm.h"
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#include "nel/georges/u_form.h"
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#include "nel/georges/u_form_loader.h"
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//*********************************************************************************************************
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CAttackSheet::CAttackSheet()
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{
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ProjectileDelay = 0.f;
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ProjectileMode = MAGICFX::Bomb;
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PlayImpactFXOnlyOnMainTarget = false;
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PlayImpactAnim = true;
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LetProjectileStickedOnTarget = false;
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ForceUseProjectileDelay = false;
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ApplyItemOffsetToWeaponBone = true;
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AdditionnalStartOffset.set(0.f, 0.f, 0.f);
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}
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//*********************************************************************************************************
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void CAttackSheet::build(const NLGEORGES::UFormElm &item, const std::string &prefix)
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{
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bool ok = true;
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ok &= item.getValueByName(AttackBeginFX, (prefix + "AttackBeginFX").c_str());
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ok &= item.getValueByName(AttackLoopFX, (prefix + "AttackLoopFX").c_str());
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ok &= item.getValueByName(AttackEndFX, (prefix + "AttackEndFX").c_str());
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ok &= item.getValueByName(AttackStaticObjectCastFX, (prefix + "AttackStaticObjectCastFX").c_str());
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ok &= item.getValueByName(AttackFailFX, (prefix + "AttackFailFX").c_str());
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ok &= item.getValueByName(ProjectileFX, (prefix + "ProjectileFX").c_str());
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ok &= item.getValueByName(ImpactFX, (prefix + "ImpactFX").c_str());
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//
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ok &= item.getValueByName(ProjectileDelay, (prefix + "ProjectileDelay").c_str());
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ok &= item.getValueByName(StaticObjectProjectileDelay, (prefix + "StaticObjectProjectileDelay").c_str());
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uint32 projectileMode = 0;
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ok &= item.getValueByName(projectileMode, (prefix + "ProjectileMode").c_str());
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ProjectileMode = (MAGICFX::TSpellMode) projectileMode;
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ok &= item.getValueByName(IsImpactLocalised, (prefix + "IsImpactLocalised").c_str());
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ok &= item.getValueByName(PlayImpactFXOnlyOnMainTarget, (prefix + "PlayImpactFXOnlyOnMainTarget").c_str());
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ok &= item.getValueByName(PlayImpactAnim, (prefix + "PlayImpactAnim").c_str());
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ok &= DefaultCastingPoint.build(item, prefix + "DefaultCastingPoint.");
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ok &= DefaultAimingPoint.build(item, prefix + "DefaultAimingPoint.");
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ok &= item.getValueByName(LetProjectileStickedOnTarget, (prefix + "LetProjectileStickedOnTarget").c_str());
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ok &= item.getValueByName(ForceUseProjectileDelay, (prefix + "ForceUseProjectileDelay").c_str());
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ok &= item.getValueByName(ApplyItemOffsetToWeaponBone, (prefix + "ApplyItemOffsetToWeaponBone").c_str());
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ok &= item.getValueByName(AdditionnalStartOffset.x, (prefix + "AdditionnalStartOffsetX").c_str());
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ok &= item.getValueByName(AdditionnalStartOffset.y, (prefix + "AdditionnalStartOffsetY").c_str());
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ok &= item.getValueByName(AdditionnalStartOffset.z, (prefix + "AdditionnalStartOffsetZ").c_str());
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if (!ok)
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{
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nlwarning("Couldn't read all fields");
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}
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}
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//*********************************************************************************************************
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void CAttackSheet::serial(class NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serialEnum(ProjectileMode);
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f.serial(AttackBeginFX);
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f.serial(AttackLoopFX);
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f.serial(AttackEndFX);
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f.serial(AttackStaticObjectCastFX);
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f.serial(AttackFailFX);
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f.serial(ProjectileFX);
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f.serial(ImpactFX);
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f.serial(ProjectileDelay);
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f.serial(StaticObjectProjectileDelay);
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f.serial(PlayImpactFXOnlyOnMainTarget); // Only may target play the impact fx (but other target play the impact anim)
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f.serial(IsImpactLocalised);
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f.serial(DefaultCastingPoint);
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f.serial(DefaultAimingPoint);
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f.serial(PlayImpactAnim);
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f.serial(LetProjectileStickedOnTarget);
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f.serial(ForceUseProjectileDelay);
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f.serial(ApplyItemOffsetToWeaponBone);
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f.serial(AdditionnalStartOffset);
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}
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