DarkflameServer/dGame/dPropertyBehaviors/ControlBehaviorMessages/Action.cpp
David Markowitz d138b7b878
Make ControlBehavior messages far more modular (#991)
* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
2023-02-16 11:30:33 -06:00

32 lines
1.0 KiB
C++

#include "Action.h"
Action::Action() {
type = "";
valueParameterName = "";
valueParameterString = "";
valueParameterDouble = 0.0;
}
Action::Action(AMFArrayValue* arguments) {
type = "";
valueParameterName = "";
valueParameterString = "";
valueParameterDouble = 0.0;
for (auto& typeValueMap : arguments->GetAssociativeMap()) {
if (typeValueMap.first == "Type") {
if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
type = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
} else {
valueParameterName = typeValueMap.first;
// Message is the only known string parameter
if (valueParameterName == "Message") {
if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
valueParameterString = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
} else {
if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
}
}
}
}