217 lines
7.3 KiB
C
217 lines
7.3 KiB
C
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// 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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#ifndef RY_GAME_SHARE_PROPERTIES_H
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#define RY_GAME_SHARE_PROPERTIES_H
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#include "nel/misc/types_nl.h"
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/**
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* Class to manage some properties of an entity.
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CProperties
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{
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public:
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typedef struct
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{
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union
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{
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uint16 properties;
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struct
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{
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uint16 isSelectable : 1; // The entity is selectable.
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uint16 isGivable : 1; // It'possible to give something to the entity.
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uint16 isTalkableTo : 1; // It's possible to talk to the entity.
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uint16 isUsable : 1; // The entity can be used.
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uint16 isLiftable : 1; // The entity is liftable.
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uint16 isLookableAt : 1; // It's possible to look at the entity.
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uint16 isAttackable : 1; // It's possible to attack the entity.
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uint16 isCurativable : 1; // It's possible to heal or cure the entity
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uint16 isInvitable : 1; // It'possible to invite the entity in a team.
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uint16 isHarvestable : 1; // It'possible to loot the entity.
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uint16 canExchangeItem : 1; // It is possible to exchange items with the entity
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uint16 isMountable : 1; // It is possible to mount the creature
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uint16 isLootable : 1; // It'possible to loot the entity.
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uint16 isAfk : 1; // entity is away from keyboard
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uint16 isInvulnerable : 1; // entity is invulnerable (traders, rolemasters...)
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uint16 freeProperty : 1; // free 1 bits
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} prop;
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};
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} TProperties;
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protected:
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/// Entity properties.
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TProperties _Properties;
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public:
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/// Constructor
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CProperties() {_Properties.properties = 0;}
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CProperties(uint16 p) {_Properties.properties = p;}
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CProperties(TProperties p) {_Properties = p;}
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// Operator (uint16)
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operator uint16() const { return _Properties.properties; }
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// Operator ()
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const TProperties& operator () () const { return _Properties; }
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// Operator ==
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bool operator == ( const CProperties& p ) const { return p().properties == _Properties.properties; }
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// Operator !=
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bool operator != ( const CProperties& p ) const { return p().properties != _Properties.properties; }
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// Operator !=
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bool operator [] ( uint32 nBitNbWanted ) const
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{
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switch( nBitNbWanted )
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{
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case 0:
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return selectable();
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case 1:
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return givable();
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case 2:
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return talkableTo();
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case 3:
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return usable();
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case 4:
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return liftable();
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case 5:
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return lookableAt();
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case 6:
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return attackable();
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case 7:
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return curativable();
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case 8:
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return invitable();
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case 9:
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return harvestable();
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case 10:
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return canExchangeItem();
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case 11:
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return mountable();
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case 12:
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return lootable();
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case 13:
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return afk();
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case 14:
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return invulnerable();
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default:
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return false;
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}
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//return _Properties.properties & (1<<nBitNbWanted);}
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}
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/// Return true if the entity can be selected.
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bool selectable() const {return _Properties.prop.isSelectable;}
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/// Set if the entity can be selected.
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void selectable(bool p) {_Properties.prop.isSelectable = p;}
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/// Return true if it's possible to talk to the entity.
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bool talkableTo() const {return _Properties.prop.isTalkableTo;}
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/// Set if it's possible to talk to the entity.
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void talkableTo(bool p) {_Properties.prop.isTalkableTo = p;}
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/// Return true if it's possible to talk to the entity.
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bool usable() const {return _Properties.prop.isUsable;}
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/// Set if it's possible to talk to the entity.
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void usable(bool p) {_Properties.prop.isUsable = p;}
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/// Return true if it's possible to talk to the entity.
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bool liftable() const {return _Properties.prop.isLiftable;}
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/// Set if it's possible to talk to the entity.
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void liftable(bool p) {_Properties.prop.isLiftable = p;}
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/// Return true if it's possible to talk to the entity.
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bool lookableAt() const {return _Properties.prop.isLookableAt;}
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/// Set if it's possible to talk to the entity.
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void lookableAt(bool p) {_Properties.prop.isLookableAt = p;}
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/// Return true if it's possible to talk to the entity.
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bool givable() const {return _Properties.prop.isGivable;}
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/// Set if it's possible to talk to the entity.
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void givable(bool p) {_Properties.prop.isGivable = p;}
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/// Return true if it's possible to attack the entity.
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bool attackable() const {return _Properties.prop.isAttackable;}
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/// Set if it's possible to attack the entity.
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void attackable(bool p) {_Properties.prop.isAttackable = p;}
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/// Return true if it's possible to heal or cure the entity.
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bool curativable() const {return _Properties.prop.isCurativable;}
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/// Set if it's possible to heal or cure the entity.
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void curativable(bool p) {_Properties.prop.isCurativable = p;}
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/// Return true if it's possible to invite the entity. in a team
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bool invitable() const {return _Properties.prop.isInvitable;}
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/// Set if it's possible to invite the entity. in a team
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void invitable(bool p) {_Properties.prop.isInvitable = p;}
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/// Return true if it's possible to loot the entity.
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bool lootable() const {return _Properties.prop.isLootable;}
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/// Set if it's possible to loot the entity.
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void lootable(bool p) {_Properties.prop.isLootable = p;}
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/// Return true if it's possible to harvest the entity.
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bool harvestable() const {return _Properties.prop.isHarvestable;}
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/// Set if it's possible to harvest the entity.
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void harvestable(bool p) {_Properties.prop.isHarvestable = p;}
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/// Return true if it's possible to exchange items with the entity.
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bool canExchangeItem() const {return _Properties.prop.canExchangeItem;}
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/// Set if it's possible to to exchange items with the entity.
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void canExchangeItem(bool p) {_Properties.prop.canExchangeItem = p;}
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/// Return true if it's possible to mount the entity.
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bool mountable() const {return _Properties.prop.isMountable;}
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/// Set if it's possible to to exchange items with the entity.
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void mountable(bool p) {_Properties.prop.isMountable = p;}
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/// Return true if entity is AFK
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bool afk() const {return _Properties.prop.isAfk;}
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/// set afk state
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void afk(bool p) {_Properties.prop.isAfk = p;}
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/// Return true if entity is invulnerable
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bool invulnerable() const {return _Properties.prop.isInvulnerable;}
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/// set afk state
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void invulnerable(bool p) {_Properties.prop.isInvulnerable = p;}
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/// Set all flags
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void setAllFlags() { _Properties.properties = 0xffff; }
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/// serial
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void serial (NLMISC::IStream &f) throw (NLMISC::EStream)
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{
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f.serial( _Properties.properties );
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}
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std::string toString() const { return NLMISC::toString( _Properties.properties ); }
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};
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#endif // RY_GAME_SHARE_PROPERTIES_H
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/* End of properties.h */
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