DarkflameServer/dGame/dBehaviors/Behavior.h

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2022-08-06 03:01:59 +00:00
#pragma once
#include <map>
#include <string>
#include <vector>
#include <unordered_map>
#include "BitStream.h"
#include "BehaviorTemplate.h"
#include "dCommonVars.h"
struct BehaviorContext;
struct BehaviorBranchContext;
class CDBehaviorParameterTable;
class Behavior
{
public:
/*
* Static
*/
static std::unordered_map<uint32_t, Behavior*> Cache;
static CDBehaviorParameterTable* BehaviorParameterTable;
static Behavior* GetBehavior(uint32_t behaviorId);
static Behavior* CreateBehavior(uint32_t behaviorId);
static BehaviorTemplate GetBehaviorTemplate(uint32_t behaviorId);
/*
* Utilities
*/
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void PlayFx(std::u16string type, LWOOBJID target, LWOOBJID secondary = LWOOBJID_EMPTY);
/*
* Members
*/
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uint32_t m_behaviorId;
BehaviorTemplate m_templateId;
uint32_t m_effectId;
std::string m_effectHandle;
std::unordered_map<std::string, std::string> m_effectNames;
std::string m_effectType;
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/*
* Behavior parameters
*/
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float GetFloat(const std::string& name, const float defaultValue = 0) const;
bool GetBoolean(const std::string& name, const bool defaultValue = false) const;
int32_t GetInt(const std::string& name, const int32_t defaultValue = 0) const;
Behavior* GetAction(const std::string& name) const;
Behavior* GetAction(float value) const;
std::map<std::string, float> GetParameterNames() const;
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/*
* Virtual
*/
virtual void Load();
// Player side
virtual void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch);
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virtual void Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch);
virtual void UnCast(BehaviorContext* context, BehaviorBranchContext branch);
virtual void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second);
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virtual void End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second);
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// Npc side
virtual void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch);
virtual void SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch);
/*
* Creations/destruction
*/
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explicit Behavior(uint32_t behaviorId);
virtual ~Behavior() = default;
Behavior(const Behavior& other) = default;
Behavior(Behavior&& other) = default;
Behavior& operator=(const Behavior& other) = default;
Behavior& operator=(Behavior&& other) = default;
};