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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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161 lines
4.8 KiB
C++
161 lines
4.8 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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//
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#include "nel/misc/debug.h"
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#include "nel/misc/string_conversion.h"
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//
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#include "brick_flags.h"
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using namespace std;
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using namespace NLMISC;
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namespace BRICK_FLAGS
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{
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// The conversion table
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NL_BEGIN_STRING_CONVERSION_TABLE (TBrickFlag)
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NL_STRING_CONVERSION_TABLE_ENTRY (Miss)
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NL_STRING_CONVERSION_TABLE_ENTRY (Fumble)
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NL_STRING_CONVERSION_TABLE_ENTRY (Hit)
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NL_STRING_CONVERSION_TABLE_ENTRY (CriticalHit)
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NL_STRING_CONVERSION_TABLE_ENTRY (Parry)
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NL_STRING_CONVERSION_TABLE_ENTRY (Dodge)
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NL_STRING_CONVERSION_TABLE_ENTRY (ShieldUsed)
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NL_STRING_CONVERSION_TABLE_ENTRY (Head)
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NL_STRING_CONVERSION_TABLE_ENTRY (Chest)
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NL_STRING_CONVERSION_TABLE_ENTRY (Arms)
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NL_STRING_CONVERSION_TABLE_ENTRY (Hands)
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NL_STRING_CONVERSION_TABLE_ENTRY (Legs)
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NL_STRING_CONVERSION_TABLE_ENTRY (Feet)
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NL_STRING_CONVERSION_TABLE_ENTRY (Feint)
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NL_STRING_CONVERSION_TABLE_ENTRY (Stun)
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NL_STRING_CONVERSION_TABLE_ENTRY (Bleed)
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NL_STRING_CONVERSION_TABLE_ENTRY (SlowMove)
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NL_STRING_CONVERSION_TABLE_ENTRY (SlowAttacks)
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NL_STRING_CONVERSION_TABLE_ENTRY (Taunt)
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NL_STRING_CONVERSION_TABLE_ENTRY (SpeedingUp)
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NL_STRING_CONVERSION_TABLE_ENTRY (LifeConcentration)
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NL_STRING_CONVERSION_TABLE_ENTRY (StaminaConcentration)
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NL_STRING_CONVERSION_TABLE_ENTRY (SapConcentration)
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NL_STRING_CONVERSION_TABLE_ENTRY (ConvertStamina)
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NL_STRING_CONVERSION_TABLE_ENTRY (ConvertSap)
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NL_STRING_CONVERSION_TABLE_ENTRY (Berserk)
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NL_STRING_CONVERSION_TABLE_ENTRY (BalanceHp)
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NL_STRING_CONVERSION_TABLE_ENTRY (Heal)
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NL_STRING_CONVERSION_TABLE_ENTRY (Shielding)
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NL_STRING_CONVERSION_TABLE_ENTRY (Invulnerability)
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NL_STRING_CONVERSION_TABLE_ENTRY (EnchantWeapon)
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NL_STRING_CONVERSION_TABLE_ENTRY (ChgCharac)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModDefense)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModMeleeSuccess)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModRangeSuccess)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModMagicSuccess)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModMeleeSuccess)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModRangeSuccess)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModMagicSuccess)
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NL_STRING_CONVERSION_TABLE_ENTRY (ModForageSuccess)
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NL_STRING_CONVERSION_TABLE_ENTRY (HealHpC)
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NL_STRING_CONVERSION_TABLE_ENTRY (HealSapC)
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NL_STRING_CONVERSION_TABLE_ENTRY (HealStaC)
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NL_STRING_CONVERSION_TABLE_ENTRY (HealFocusC)
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NL_STRING_CONVERSION_TABLE_ENTRY (Aura)
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NL_STRING_CONVERSION_TABLE_ENTRY (UnknownFlag)
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NL_END_STRING_CONVERSION_TABLE(TBrickFlag, FlagConversion, UnknownFlag)
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const string &toString(TBrickFlag flag)
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{
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#if !FINAL_VERSION
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nlassert( NbCombatFlags < 32);
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nlassert( NbPowerFlags < 31);
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#endif
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return FlagConversion.toString(flag);
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}
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TBrickFlag toBrickFlag( const string &str)
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{
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#if !FINAL_VERSION
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nlassert( NbCombatFlags < 32);
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nlassert( NbPowerFlags < 31);
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#endif
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return FlagConversion.fromString(str);
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}
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TBrickFlag powerTypeToFlag( POWERS::TPowerType powerType )
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{
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if (powerType >= POWERS::BeginAuras && powerType <= POWERS::EndAuras)
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{
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return Aura;
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}
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if (powerType >= POWERS::BeginPower && powerType <= POWERS::EndPower)
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{
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return (TBrickFlag)(BeginPowerFlags + powerType - POWERS::BeginPower);
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}
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return UnknownFlag;
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}
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/// convert a slot to a combat flag
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TBrickFlag slotToFlag( SLOT_EQUIPMENT::TSlotEquipment slot )
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{
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switch(slot)
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{
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case SLOT_EQUIPMENT::HEAD:
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return Head;
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case SLOT_EQUIPMENT::CHEST:
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return Chest;
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case SLOT_EQUIPMENT::ARMS:
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return Arms;
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case SLOT_EQUIPMENT::HANDS:
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return Hands;
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case SLOT_EQUIPMENT::LEGS:
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return Legs;
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case SLOT_EQUIPMENT::FEET:
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return Feet;
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default:
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return UnknownFlag;
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};
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}
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/// convert an effect family to a flag
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TBrickFlag effectFamilyToFlag( EFFECT_FAMILIES::TEffectFamily family )
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{
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switch(family)
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{
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case EFFECT_FAMILIES::CombatBleed:
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return Bleed;
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case EFFECT_FAMILIES::CombatStun:
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return Stun;
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case EFFECT_FAMILIES::CombatMvtSlow:
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return SlowMove;
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case EFFECT_FAMILIES::CombatAttackSlow:
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return SlowAttacks;
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default:
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return UnknownFlag;
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};
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}
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}; // BRICK_FLAGS
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