0876456a22
Further GUI Editor improvements
506 lines
15 KiB
C++
506 lines
15 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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//-----------------------------------------------------------------------------
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// includes
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//-----------------------------------------------------------------------------
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#include "character.h"
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//-----------------------------------------------------------------------------
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// namespaces
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//-----------------------------------------------------------------------------
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using namespace std;
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using namespace NLMISC;
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#define PERSISTENT_TOKEN_FAMILY RyzomTokenFamily
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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// If the following macro is defined then the macros such as PERSISTENT_CLASS, PERSISTENT_DATA, PERSISTENT_PRE_STORE, etc
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// are undefined after inclusion of perstent_data_template.h
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#define PERSISTENT_MACROS_AUTO_UNDEF
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanMissionHistory
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanMissionHistory
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#define PERSISTENT_DATA\
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PROP(bool, Successfull)\
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PROP(TGameCycle, LastSuccessDate)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanDeathPenalties
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanDeathPenalties
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#define PERSISTENT_DATA\
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PROP(uint8,_NbDeath)\
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PROP(double,_CurrentDeathXP)\
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PROP(double,_DeathXPToGain)\
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PROP(uint32,_BonusUpdateTime)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanRespawnPoints
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanRespawnPoints
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#define PERSISTENT_DATA\
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PROP_VECT(string,RespawnPoints)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanFameContainerEntry
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanFameContainerEntry
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#define PERSISTENT_DATA\
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PROP(sint32,Fame)\
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PROP(sint32,FameMemory)\
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PROP(string,LastFameChangeTrend)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanFameContainer
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanFameContainer
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#define PERSISTENT_DATA\
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STRUCT_MAP(CSheetId,CStatsScanFameContainerEntry,_Fame)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanEncyCharThema
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanEncyCharThema
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#define PERSISTENT_DATA\
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PROP(uint8,ThemaState)\
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PROP(uint16,RiteTaskStatePacked)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanEncyCharAlbum
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanEncyCharAlbum
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#define PERSISTENT_DATA\
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PROP(uint8,AlbumState)\
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STRUCT_VECT(Themas)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanCharaterEncyclopedia
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanCharaterEncyclopedia
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#define PERSISTENT_DATA\
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STRUCT_VECT(_EncyCharAlbums)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanGameEvent
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanGameEvent
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#define PERSISTENT_DATA\
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PROP(uint32,_Date)\
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PROP(string,_EventFaction)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanPact
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanPact
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#define PERSISTENT_DATA\
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PROP(uint8,PactNature)\
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PROP(uint8,PactType)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanPetAnimal
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanPetAnimal
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#define PERSISTENT_DATA\
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PROP(CSheetId,TicketPetSheetId)\
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PROP(CSheetId,PetSheetId)\
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PROP(uint32,Price)\
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PROP(CEntityId,OwnerId)\
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PROP(TAIAlias,StableAlias)\
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PROP(sint32,Landscape_X)\
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PROP(sint32,Landscape_Y)\
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PROP(sint32,Landscape_Z)\
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PROP(uint32,DeathTick)\
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PROP(uint16,PetStatus)\
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PROP(sint16,Slot)\
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PROP(bool,IsFollowing)\
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PROP(bool,IsMounted)\
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PROP(bool,IsTpAllowed)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanPhysCharacs
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanPhysCharacs
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#define PERSISTENT_DATA\
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PROP_MAP(string,sint32,_PhysicalCharacteristics)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanPhysScoresEntry
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanPhysScoresEntry
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#define PERSISTENT_DATA\
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PROP(sint32,Current)\
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PROP(sint32,Base)\
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PROP(sint32,Max)\
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PROP(float,BaseRegenerateRepos)\
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PROP(float,BaseRegenerateAction)\
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PROP(float,CurrentRegenerate)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanPhysScores
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanPhysScores
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#define PERSISTENT_DATA\
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PROP(float,BaseWalkSpeed)\
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PROP(float,BaseRunSpeed)\
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PROP(float,CurrentWalkSpeed)\
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PROP(float,CurrentRunSpeed)\
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STRUCT_MAP(string,CStatsScanPhysScoresEntry,PhysicalScores)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanSkillsEntry
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanSkillsEntry
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#define PERSISTENT_DATA\
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PROP(sint32,Base)\
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PROP(sint32,Current)\
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PROP(sint32,MaxLvlReached)\
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PROP(double,Xp)\
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PROP(double,XpNextLvl)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanSkills
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanSkills
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#define PERSISTENT_DATA\
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STRUCT_MAP(string,CStatsScanSkillsEntry,Skills)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanItemCraftParameters
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanItemCraftParameters
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#define PERSISTENT_DATA\
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PROP(float,Durability)\
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PROP(float,Weight)\
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PROP(float,SapLoad)\
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PROP(float,StatEnergy)\
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PROP(float,Dmg)\
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PROP(float,Speed)\
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PROP(float,Range)\
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PROP(float,DodgeModifier)\
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PROP(float,ParryModifier)\
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PROP(float,AdversaryDodgeModifier)\
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PROP(float,AdversaryParryModifier)\
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PROP(float,ProtectionFactor)\
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PROP(float,MaxSlashingProtection)\
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PROP(float,MaxBluntProtection)\
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PROP(float,MaxPiercingProtection)\
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PROP(float,ElementalCastingTimeFactor)\
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PROP(float,ElementalPowerFactor)\
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PROP(float,OffensiveAfflictionCastingTimeFactor)\
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PROP(float,OffensiveAfflictionPowerFactor)\
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PROP(float,HealCastingTimeFactor)\
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PROP(float,HealPowerFactor)\
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PROP(float,DefensiveAfflictionCastingTimeFactor)\
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PROP(float,DefensiveAfflictionPowerFactor)\
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PROP(uint8,Color)\
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PROP(sint32,HpBuff)\
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PROP(sint32,SapBuff)\
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PROP(sint32,StaBuff)\
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PROP(sint32,FocusBuff)\
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PROP(string,Protection)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanItem
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanItem
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#define PERSISTENT_DATA\
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PROP(CSheetId,_SheetId)\
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PROP(sint16,_ClientInventoryPosition)\
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PROP(uint32,_HP)\
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PROP(uint32,_Recommended)\
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PROP(CEntityId,_CreatorId)\
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PROP(uint8,_LocSlot)\
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PROP(string,_PhraseId)\
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PROP(uint16,_SlotImage)\
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PROP(sint16,_SlotCount)\
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PROP(uint32,_SapLoad)\
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PROP(bool,_Dropable)\
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PROP(bool,_Destroyable)\
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PROP(uint32,StackSize)\
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STRUCT(_CraftParameters)\
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PROP_VECT(CSheetId,_Enchantment)\
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STRUCT_VECT(Child)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanInventory
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanInventory
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#define PERSISTENT_DATA\
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STRUCT_VECT(_Item)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanPlayerRoom
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanPlayerRoom
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#define PERSISTENT_DATA\
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PROP(TAIAlias,Building)\
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STRUCT(Inventory)\
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PROP(sint32,Bulk)\
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PROP(sint32,MaxBulk)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanEntityPosition
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanEntityPosition
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#define PERSISTENT_DATA\
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PROP(sint32,X)\
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PROP(sint32,Y)\
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PROP(sint32,Z)\
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PROP(float,Heading)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CStatsScanEntityBase
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanEntityBase
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#define PERSISTENT_DATA\
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STRUCT(_EntityPosition)\
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PROP(uint32,_SheetId)\
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PROP(string,_Name)\
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PROP(string,_Race)\
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PROP(uint8,_Gender)\
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PROP(uint8,_Size)\
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PROP(bool,_DodgeAsDefense)\
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STRUCT(_PhysCharacs)\
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STRUCT(_PhysScores)\
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STRUCT(_Skills)\
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\
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PROP(sint32,MeleeAttackModifierOnEnemy)\
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PROP(sint32,MeleeAttackModifierOnSelf)\
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PROP(sint32,MagicCastingModifierOnSelf)\
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PROP(sint32,MagicCastingModifierOnEnemy)\
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PROP(sint32,RangeAttackModifierOnEnemy)\
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PROP(sint32,RangeAttackModifierOnSelf)\
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PROP(sint32,AttackModifierOnSelf)\
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PROP(sint32,ChanceToFailStrategy)\
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PROP(sint32,ChanceToFailSpell)\
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PROP(sint32,ChanceToFailFaber)\
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PROP(sint32,ChanceToFailHarvest)\
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PROP(sint32,ChanceToFailTracking)\
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PROP(sint32,MeleeAttackSlow)\
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PROP(sint32,MeleeSlashingDamageArmor)\
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PROP(sint32,MeleeBluntDamageArmor)\
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PROP(sint32,MeleePiercingDamageArmor)\
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PROP(sint32,MeleeDamageModifierFactor)\
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PROP(sint32,RangeDamageModifierFactor)\
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PROP(sint32,CreatureMeleeTakenDamageFactor)\
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PROP(sint32,CreatureRangeTakenDamageFactor)\
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PROP(sint32,CombatBrickLatencyMultiplier)\
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PROP(sint32,MagicBrickLatencyMultiplier)\
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PROP(sint32,ArmorQualityModifier)\
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PROP(sint32,WeaponQualityModifier)\
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PROP(sint32,ArmorAbsorbtionMultiplier)\
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#include "game_share/persistent_data_template.h"
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//-----------------------------------------------------------------------------
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// Persistent data for CCharacter
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//-----------------------------------------------------------------------------
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#define PERSISTENT_CLASS CStatsScanCharacter
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#define PERSISTENT_DATA\
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PROP(uint32,VERSION)\
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\
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PROP(uint8, _HairType)\
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PROP(uint8, _HairColor)\
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PROP(uint8, _HatColor)\
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PROP(uint8, _JacketColor)\
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PROP(uint8, _ArmsColor)\
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PROP(uint8, _TrousersColor)\
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PROP(uint8, _FeetColor)\
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PROP(uint8, _HandsColor)\
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PROP(uint64,_Money)\
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PROP(uint32,_GuildId)\
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PROP(bool, _NewCharacter)\
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PROP(uint8, _CreationPointsRepartition)\
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PROP(uint32,_ForbidAuraUseEndDate)\
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PROP(string,_Title)\
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\
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/* Visual Properties */\
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PROP(uint8,HairType)\
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PROP(uint8,HairColor)\
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PROP(uint8,GabaritHeight)\
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PROP(uint8,GabaritTorsoWidth)\
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PROP(uint8,GabaritArmsWidth)\
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PROP(uint8,GabaritLegsWidth)\
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PROP(uint8,GabaritBreastSize)\
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PROP(uint8,MorphTarget1)\
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PROP(uint8,MorphTarget2)\
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PROP(uint8,MorphTarget3)\
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PROP(uint8,MorphTarget4)\
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PROP(uint8,MorphTarget5)\
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PROP(uint8,MorphTarget6)\
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PROP(uint8,MorphTarget7)\
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PROP(uint8,MorphTarget8)\
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PROP(uint8,EyesColor)\
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PROP(uint8,Tattoo)\
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PROP(uint8,NameStringId)\
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\
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PROP(bool, _HairCuteDiscount )\
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PROP(float,_NextDeathPenaltyFactor)\
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\
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STRUCT(_DeathPenalties)\
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STRUCT(_PlayerRoom)\
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STRUCT(EntityBase)\
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STRUCT(RespawnPoints)\
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STRUCT(_Fames)\
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STRUCT(_EncycloChar)\
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STRUCT(_GameEvent)\
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\
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PROP_VECT(CSheetId,_BoughtPhrases)\
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PROP_VECT(CSheetId,_KnownBricks)\
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PROP_VECT(CEntityId,_FriendsList)\
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PROP_VECT(CEntityId,_IgnoreList)\
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PROP_VECT(CEntityId,_IsFriendOf)\
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PROP_VECT(CEntityId,_IsIgnoredBy)\
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\
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STRUCT_VECT(_Pact)\
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\
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PROP_MAP(string,double,SkillPoints)\
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PROP_MAP(string,uint32,SpentSkillPoints)\
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PROP_MAP(string,sint32,ScorePermanentModifiers)\
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PROP_MAP(string,uint8,StartingCharacteristicValues)\
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\
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STRUCT_MAP(TAIAlias,CStatsScanMissionHistory,_MissionHistories)\
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STRUCT_MAP(uint32,CStatsScanPetAnimal,_PlayerPets)\
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STRUCT_MAP(string,CStatsScanInventory,Inventory)\
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#include "game_share/persistent_data_template.h"
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