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https://github.com/worldforge/cyphesis
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The Inventory domain is meant for all characters, i.e. those than can have an "inventory". It's a non physical domain, which means that entities contained in it won't be affected by any physical constraints, or have physics applied to them. Visibility for outside entities are by default forbidden unless an entity is outfitted or wielded. The idea is that other playes shouldn't see what's in the inventory of another player, unless things are outfitted or wielded.
85 lines
2.4 KiB
C++
85 lines
2.4 KiB
C++
/*
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Copyright (C) 2014 Erik Ogenvik
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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 General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "DomainProperty.h"
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#include "PhysicalDomain.h"
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#include "VoidDomain.h"
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#include "InventoryDomain.h"
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#include "LocatedEntity.h"
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PropertyInstanceState<Domain> DomainProperty::sInstanceState;
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DomainProperty::DomainProperty()
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{
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}
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DomainProperty::DomainProperty(const DomainProperty& rhs)
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: Property(rhs)
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{
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}
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void DomainProperty::install(LocatedEntity *entity, const std::string &)
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{
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sInstanceState.addState(entity, nullptr);
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}
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void DomainProperty::remove(LocatedEntity * entity, const std::string &)
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{
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sInstanceState.removeState(entity);
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entity->setFlags(~entity_domain);
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}
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void DomainProperty::apply(LocatedEntity * entity)
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{
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if (m_data != "") {
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Domain* domain = sInstanceState.getState(entity);
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if (!domain) {
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if (m_data == "physical") {
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domain = new PhysicalDomain(*entity);
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sInstanceState.replaceState(entity, domain);
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entity->setFlags(entity_domain);
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} else if (m_data == "void") {
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domain = new VoidDomain(*entity);
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sInstanceState.replaceState(entity, domain);
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entity->setFlags(entity_domain);
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} else if (m_data == "inventory") {
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domain = new InventoryDomain(*entity);
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sInstanceState.replaceState(entity, domain);
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entity->setFlags(entity_domain);
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}
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}
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} else {
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sInstanceState.replaceState(entity, nullptr);
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entity->setFlags(~entity_domain);
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}
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}
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DomainProperty * DomainProperty::copy() const
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{
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return new DomainProperty(*this);
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}
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Domain* DomainProperty::getDomain(const LocatedEntity *entity) const {
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return sInstanceState.getState(entity);
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}
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