feat: add saving behaviors to the inventory (#1822)

* change behavior id to LWOOBJID

Convert behavior ID to LWOOBJID length

missed header

fix sqlite field names

sqlite brother

* feat: add saving behaviors to the inventory

consolidate copied code

consolidate copied code

Update ModelComponent.cpp

remove ability to save loot behaviors
This commit is contained in:
David Markowitz
2025-06-22 18:45:49 -07:00
committed by GitHub
parent f7c9267ba4
commit 8ba35be64d
11 changed files with 156 additions and 68 deletions

View File

@@ -8,9 +8,12 @@
#include <ranges>
PropertyBehavior::PropertyBehavior() {
PropertyBehavior::PropertyBehavior(bool _isTemplated) {
m_LastEditedState = BehaviorState::HOME_STATE;
m_ActiveState = BehaviorState::HOME_STATE;
// Starts off as true so that only specific ways of adding behaviors allow a new id to be requested.
isTemplated = _isTemplated;
}
template<>
@@ -81,13 +84,6 @@ void PropertyBehavior::HandleMsg(RenameMessage& msg) {
m_Name = msg.GetName();
};
template<>
void PropertyBehavior::HandleMsg(AddMessage& msg) {
// TODO Parse the corresponding behavior xml file.
m_BehaviorId = msg.GetBehaviorId();
isLoot = m_BehaviorId != 7965;
};
template<>
void PropertyBehavior::HandleMsg(GameMessages::RequestUse& msg) {
m_States[m_ActiveState].HandleMsg(msg);
@@ -99,6 +95,12 @@ void PropertyBehavior::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
for (auto& state : m_States | std::views::values) state.HandleMsg(msg);
}
void PropertyBehavior::CheckModifyState(BehaviorMessageBase& msg) {
if (!isTemplated && m_BehaviorId != BehaviorMessageBase::DefaultBehaviorId) return;
isTemplated = false;
msg.SetNeedsNewBehaviorID(true);
}
void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("id", std::to_string(m_BehaviorId));
args.Insert("name", m_Name);
@@ -147,6 +149,9 @@ void PropertyBehavior::Serialize(tinyxml2::XMLElement& behavior) const {
behavior.SetAttribute("isLocked", isLocked);
behavior.SetAttribute("isLoot", isLoot);
// CUSTOM XML ATTRIBUTE
behavior.SetAttribute("isTemplated", isTemplated);
for (const auto& [stateId, state] : m_States) {
if (state.IsEmpty()) continue;
auto* const stateElement = behavior.InsertNewChildElement("State");
@@ -161,6 +166,9 @@ void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
behavior.QueryBoolAttribute("isLocked", &isLocked);
behavior.QueryBoolAttribute("isLoot", &isLoot);
// CUSTOM XML ATTRIBUTE
if (!isTemplated) behavior.QueryBoolAttribute("isTemplated", &isTemplated);
for (const auto* stateElement = behavior.FirstChildElement("State"); stateElement; stateElement = stateElement->NextSiblingElement("State")) {
int32_t stateId = -1;
stateElement->QueryIntAttribute("id", &stateId);