khanat-opennel-code/code/ryzom/client/src/client_sheets/player_sheet.h

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_PLAYER_SHEET_H
#define CL_PLAYER_SHEET_H
/////////////
// INCLUDE //
/////////////
// Misc
#include "nel/misc/types_nl.h"
// Application
#include "entity_sheet.h"
// Game share
#include "game_share/people.h"
#include "game_share/characteristics.h"
#include "game_share/slot_types.h"
#include "game_share/skills_build.h"
// std
#include <vector>
#include <string>
///////////
// CLASS //
///////////
//struct CSkillSummary;
namespace NLGEORGES
{
class UFormElm;
class UFormLoader;
}
/**
* Class to manage the player sheet.
* \author Guillaume PUZIN (GUIGUI)
* \author Nevrax France
* \date 2001
*/
class CPlayerSheet : public CEntitySheet
{
public:
struct CEquipment
{
std::string Item; // name of the '.item'
sint8 Color;
/// Build the sheet from an external script.
virtual void build(const std::string &key, const NLGEORGES::UFormElm &item);
/// Serialize
virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream)
{
f.serial(Item, Color);
}
};
public:
std::string SkelFilename;
std::string AnimSetBaseName;
float Scale;
// Lod Character.
std::string LodCharacterName;
float LodCharacterDistance;
// value to scale the "pos" channel of the animation of the player.
float CharacterScalePos;
// People of the player (FYROS, MATIS, ...)
EGSPD::CPeople::TPeople People;
// Default player look.
std::string DefaultFace;
std::string DefaultChest;
std::string DefaultLegs;
std::string DefaultArms;
std::string DefaultHands;
std::string DefaultFeet;
std::string DefaultHair;
// Player Gender.
uint8 Gender;
// Equipment for player
CEquipment Body;
CEquipment Legs;
CEquipment Arms;
CEquipment Hands;
CEquipment Feet;
CEquipment Head;
CEquipment Face;
CEquipment ObjectInRightHand;
CEquipment ObjectInLeftHand;
CEquipment Headdress;
CEquipment EarL;
CEquipment EarR;
CEquipment Neck;
CEquipment Shoulders;
CEquipment Back;
CEquipment WristL;
CEquipment WristR;
CEquipment FingerL;
CEquipment FingerR;
CEquipment AnkleL;
CEquipment AnkleR;
CEquipment Ammo;
// caracs
uint16 Characteristics[CHARACTERISTICS::NUM_CHARACTERISTICS];
// skills
std::vector<CSkillSummary> Skills;
public:
/// Constructor
CPlayerSheet();
/// Build the sheet from an external script.
virtual void build(const NLGEORGES::UFormElm &item);
/// Serialize character sheet into binary data file.
virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
private:
void buildCharac(const NLGEORGES::UFormElm &item);
};
#endif // CL_PLAYER_SHEET_H
/* End of player_sheet.h */