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* rulesets/ActivePropertyFactory_impl.h: Correct the header guard comments. * rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: New property to handler whether an entities bbox is solid or not. * rulesets/EntityPropertyFactory.cpp, rulesets/EntityPropertyFactory.h, rulesets/EntityPropertyFactory_impl.h: New property factory for properties the contructor of which takes an entity pointer of the owning entity. * server/CorePropertyManager.cpp: Install the SOLID property on demand. * data/basic.xml: Make area entities non-solid by default, so you don't collide with them.
50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2007 Alistair Riddoch
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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 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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//
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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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//
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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 Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id: SolidProperty.cpp,v 1.1 2007-01-27 16:35:37 alriddoch Exp $
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#include "SolidProperty.h"
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#include "Entity.h"
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#include "common/debug.h"
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#include <cassert>
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static const bool debug_flag = false;
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using Atlas::Message::Element;
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using Atlas::Message::MapType;
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using Atlas::Message::ListType;
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using Atlas::Message::FloatType;
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SolidProperty::SolidProperty(Entity * owner) : PropertyBase(0), m_owner(owner)
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{
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}
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bool SolidProperty::get(Element & ent) const
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{
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ent = m_owner->m_location.isSolid() ? 1 : 0;
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return true;
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}
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void SolidProperty::set(const Element & ent)
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{
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if (ent.isInt()) {
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m_owner->m_location.setSolid(ent.Int() != 0);
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}
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}
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