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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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203 lines
5.7 KiB
C++
203 lines
5.7 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 "body.h"
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using namespace std;
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using namespace NLMISC;
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const uint8 NbBodySlotParts = 6;
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namespace BODY
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{
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NL_BEGIN_STRING_CONVERSION_TABLE (TBodyType)
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NL_STRING_CONVERSION_TABLE_ENTRY(Homin)
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NL_STRING_CONVERSION_TABLE_ENTRY(Quadruped)
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NL_STRING_CONVERSION_TABLE_ENTRY(LandKitin)
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NL_STRING_CONVERSION_TABLE_ENTRY(FlyingKitin)
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NL_STRING_CONVERSION_TABLE_ENTRY(Fish)
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NL_STRING_CONVERSION_TABLE_ENTRY(Bird)
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NL_STRING_CONVERSION_TABLE_ENTRY(Plant)
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NL_END_STRING_CONVERSION_TABLE(TBodyType, ConversionType, UnknownBodyType)
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///
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TBodyType toBodyType( const std::string &str )
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{
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return ConversionType.fromString(str);
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}
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///
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const std::string& toString( TBodyType type )
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{
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return ConversionType.toString(type);
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}
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NL_BEGIN_STRING_CONVERSION_TABLE (TBodyPart)
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NL_STRING_CONVERSION_TABLE_ENTRY(HHead)
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NL_STRING_CONVERSION_TABLE_ENTRY(HChest)
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NL_STRING_CONVERSION_TABLE_ENTRY(HArms)
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NL_STRING_CONVERSION_TABLE_ENTRY(HHands)
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NL_STRING_CONVERSION_TABLE_ENTRY(HLegs)
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NL_STRING_CONVERSION_TABLE_ENTRY(HFeet)
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NL_STRING_CONVERSION_TABLE_ENTRY(QHead)
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NL_STRING_CONVERSION_TABLE_ENTRY(QBody)
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NL_STRING_CONVERSION_TABLE_ENTRY(QFrontPaws)
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NL_STRING_CONVERSION_TABLE_ENTRY(QFrontHooves)
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NL_STRING_CONVERSION_TABLE_ENTRY(QRearPaws)
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NL_STRING_CONVERSION_TABLE_ENTRY(QRearHooves)
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NL_STRING_CONVERSION_TABLE_ENTRY(LKHead)
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NL_STRING_CONVERSION_TABLE_ENTRY(LKBody)
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NL_STRING_CONVERSION_TABLE_ENTRY(LKFrontPaws1)
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NL_STRING_CONVERSION_TABLE_ENTRY(LKFrontPaws2)
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NL_STRING_CONVERSION_TABLE_ENTRY(LKRearPaws1)
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NL_STRING_CONVERSION_TABLE_ENTRY(LKRearPaws2)
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NL_STRING_CONVERSION_TABLE_ENTRY(FKHead)
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NL_STRING_CONVERSION_TABLE_ENTRY(FKBody)
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NL_STRING_CONVERSION_TABLE_ENTRY(FKPaws1)
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NL_STRING_CONVERSION_TABLE_ENTRY(FKPaws2)
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NL_STRING_CONVERSION_TABLE_ENTRY(FKWings1)
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NL_STRING_CONVERSION_TABLE_ENTRY(FKWings2)
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NL_STRING_CONVERSION_TABLE_ENTRY(FHead)
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NL_STRING_CONVERSION_TABLE_ENTRY(FBody)
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NL_STRING_CONVERSION_TABLE_ENTRY(FFrontFins1)
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NL_STRING_CONVERSION_TABLE_ENTRY(FFrontFins2)
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NL_STRING_CONVERSION_TABLE_ENTRY(FRearFins1)
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NL_STRING_CONVERSION_TABLE_ENTRY(FRearFins2)
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NL_STRING_CONVERSION_TABLE_ENTRY(BHead)
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NL_STRING_CONVERSION_TABLE_ENTRY(BBody)
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NL_STRING_CONVERSION_TABLE_ENTRY(BFeet1)
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NL_STRING_CONVERSION_TABLE_ENTRY(BFeet2)
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NL_STRING_CONVERSION_TABLE_ENTRY(BWings1)
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NL_STRING_CONVERSION_TABLE_ENTRY(BWings2)
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NL_STRING_CONVERSION_TABLE_ENTRY(PUpperTrunk)
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NL_STRING_CONVERSION_TABLE_ENTRY(PTrunk)
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NL_STRING_CONVERSION_TABLE_ENTRY(PLeaves1)
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NL_STRING_CONVERSION_TABLE_ENTRY(PLeaves2)
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NL_STRING_CONVERSION_TABLE_ENTRY(PLowerTrunk)
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NL_STRING_CONVERSION_TABLE_ENTRY(PVisibleRoots)
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NL_END_STRING_CONVERSION_TABLE(TBodyPart, ConversionLoc, UnknownBodyPart)
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///
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TBodyPart toBodyPart( const std::string &str )
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{
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return ConversionLoc.fromString(str);
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}
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///
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const std::string& toString( TBodyPart loc )
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{
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return ConversionLoc.toString(loc);
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}
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/// convert a body part to a slot equipement
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SLOT_EQUIPMENT::TSlotEquipment toSlotEquipement(TBodyPart loc)
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{
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if (loc >= 0 && loc < NbBodySlotParts)
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{
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switch(loc%NbBodySlotParts)
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{
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case 0:
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return (SLOT_EQUIPMENT::HEAD);
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case 1:
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return (SLOT_EQUIPMENT::CHEST);
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case 2:
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return (SLOT_EQUIPMENT::ARMS);
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case 3:
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return (SLOT_EQUIPMENT::HANDS);
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case 4:
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return (SLOT_EQUIPMENT::LEGS);
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case 5:
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return (SLOT_EQUIPMENT::FEET);
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default:
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return SLOT_EQUIPMENT::UNDEFINED;
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};
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}
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else
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return SLOT_EQUIPMENT::UNDEFINED;
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}
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/// get a body part from a body type and a slot type
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TBodyPart getBodyPart( TBodyType type, SLOT_EQUIPMENT::TSlotEquipment slot)
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{
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uint8 index;
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switch(slot)
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{
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case SLOT_EQUIPMENT::HEAD:
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index = 0;
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break;
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case SLOT_EQUIPMENT::CHEST:
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index = 1;
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break;
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case SLOT_EQUIPMENT::ARMS:
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index = 2;
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break;
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case SLOT_EQUIPMENT::HANDS:
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index = 3;
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break;
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case SLOT_EQUIPMENT::LEGS:
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index = 4;
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break;
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case SLOT_EQUIPMENT::FEET:
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index = 5;
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break;
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default:
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return UnknownBodyPart;
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};
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switch(type)
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{
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case Homin:
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return (TBodyPart)(BeginHomin+index);
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case Quadruped:
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return (TBodyPart)(BeginQuadruped+index);
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case LandKitin:
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return (TBodyPart)(BeginLandKitin+index);
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case FlyingKitin:
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return (TBodyPart)(BeginFlyingKitin+index);
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case Fish:
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return (TBodyPart)(BeginFish+index);
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case Bird:
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return (TBodyPart)(BeginBird+index);
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case Plant:
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return (TBodyPart)(BeginPlant+index);
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default:
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return UnknownBodyPart;
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};
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}
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TBodyPart getMatchingHominBodyPart(TBodyPart src)
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{
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if ((uint) src >= NbBodyParts) return UnknownBodyPart;
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return (TBodyPart) (src % 6);
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}
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}; // BODY
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