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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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109 lines
2.9 KiB
C
109 lines
2.9 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_PEOPLE_H
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#define RY_PEOPLE_H
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#include "body.h"
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#include "people_pd.h"
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namespace EGSPD
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{
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inline bool isPlayableRace(CPeople::TPeople people)
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{
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return ( people >= CPeople::Playable && people < CPeople::EndPlayable );
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}
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inline bool isHumanoid(CPeople::TPeople people)
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{
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return ( people >= CPeople::Humanoid && people < CPeople::EndHumanoid );
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}
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inline bool isCreature(CPeople::TPeople people)
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{
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return ( people >= CPeople::Creature && people < CPeople::EndCreature );
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}
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inline bool isFauna(CPeople::TPeople people)
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{
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return ( people >= CPeople::Fauna && people < CPeople::EndFauna );
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}
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inline bool isFlora(CPeople::TPeople people)
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{
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return ( people >= CPeople::Flora && people < CPeople::EndFlora );
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}
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inline bool isGoo(CPeople::TPeople people)
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{
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return ( people >= CPeople::Goo && people < CPeople::EndGoo );
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}
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/// get body type of given race
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BODY::TBodyType getBodyType(CPeople::TPeople people);
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/// test if given race match classification type
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bool testClassificationType(CPeople::TPeople people, CClassificationType::TClassificationType type);
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/// get all matching classification types for given race, fill types with mathcing types
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void getMatchingClassificationType(CPeople::TPeople people, std::vector<CClassificationType::TClassificationType> &types);
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inline const char* getFameFromPeople(CPeople::TPeople people)
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{
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switch(people)
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{
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case CPeople::Fyros: return "fyros";
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case CPeople::Matis: return "matis";
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case CPeople::Tryker: return "tryker";
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case CPeople::Zorai: return "zorai";
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default: break;
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}
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return "invalid";
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}
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inline uint8 getCivilisationId(CPeople::TPeople people)
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{
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if ( people >= CPeople::Playable && people < CPeople::EndPlayable )
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return ( uint8 ) people;
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return 0xFF;
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}
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/// Return the pet type, 1 for Mount, 2 for Packer (otherwise 0)
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inline uint getPetType( CPeople::TPeople peopleType )
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{
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switch ( peopleType )
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{
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case CPeople::MektoubPacker: return 2;
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case CPeople::MektoubMount: return 1;
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default: return 0;
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}
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}
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};// namespace GSPEOPLE
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#endif // RY_PEOPLE_H
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/* End of people.h */
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