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0545adfac3
Have fun!
93 lines
2.1 KiB
C++
93 lines
2.1 KiB
C++
#pragma once
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#include <map>
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#include <string>
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#include <vector>
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#include <unordered_map>
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#include "BitStream.h"
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#include "BehaviorTemplates.h"
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#include "dCommonVars.h"
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struct BehaviorContext;
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struct BehaviorBranchContext;
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class CDBehaviorParameterTable;
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class Behavior
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{
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public:
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/*
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* Static
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*/
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static std::map<uint32_t, Behavior*> Cache;
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static CDBehaviorParameterTable* BehaviorParameterTable;
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static Behavior* GetBehavior(uint32_t behaviorId);
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static Behavior* CreateBehavior(uint32_t behaviorId);
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static BehaviorTemplates GetBehaviorTemplate(uint32_t behaviorId);
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/*
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* Utilities
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*/
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void PlayFx(std::u16string type, LWOOBJID target, LWOOBJID secondary = LWOOBJID_EMPTY);
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/*
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* Members
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*/
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uint32_t m_behaviorId;
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BehaviorTemplates m_templateId;
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uint32_t m_effectId;
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std::string* m_effectHandle = nullptr;
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std::unordered_map<std::string, std::string>* m_effectNames = nullptr;
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std::string* m_effectType = nullptr;
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/*
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* Behavior parameters
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*/
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float GetFloat(const std::string& name) const;
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bool GetBoolean(const std::string& name) const;
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int32_t GetInt(const std::string& name) const;
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Behavior* GetAction(const std::string& name) const;
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Behavior* GetAction(float value) const;
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std::map<std::string, float> GetParameterNames() const;
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/*
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* Virtual
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*/
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virtual void Load();
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// Player side
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virtual void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
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virtual void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
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virtual void UnCast(BehaviorContext* context, BehaviorBranchContext branch);
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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
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virtual void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
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virtual void SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
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/*
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* Creations/destruction
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*/
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explicit Behavior(uint32_t behaviorId);
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virtual ~Behavior();
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};
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