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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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293 lines
7.3 KiB
C
293 lines
7.3 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 CL_CHARACTER_SHEET_H
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#define CL_CHARACTER_SHEET_H
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/////////////
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// INCLUDE //
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/////////////
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#include "client_sheets.h"
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#include "nel/misc/types_nl.h"
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#include "nel/misc/rgba.h"
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//
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#include "entity_sheet.h"
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#include "ground_fx_sheet.h"
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#include "body_to_bone_sheet.h"
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// Game Share
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#include "game_share/loot_harvest_state.h"
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#include "game_share/people.h"
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#include <vector>
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#include <string>
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///////////
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// USING //
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///////////
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///////////
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// CLASS //
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///////////
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namespace NLGEORGES
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{
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class UFormElm;
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class UFormLoader;
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}
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/**
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* Class to manage the character sheet.
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CCharacterSheet : public CEntitySheet
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{
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public:
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enum { NumAttackLists = 8 };
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public:
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class CEquipment
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{
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public:
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NLMISC::TSStringId IdItem;
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NLMISC::TSStringId IdBindPoint;
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sint8 Texture;
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sint8 Color;
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CEquipment()
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{
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IdItem= NLMISC::CStaticStringMapper::emptyId();
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IdBindPoint= NLMISC::CStaticStringMapper::emptyId();
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Texture= 0;
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Color= 0;
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}
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std::string getItem() const { return ClientSheetsStrings.get(IdItem); }
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std::string getBindPoint() const { return ClientSheetsStrings.get(IdBindPoint); }
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/// Serialize character sheet into binary data file.
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virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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ClientSheetsStrings.serial(f, IdItem);
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f.serial(Texture);
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f.serial(Color);
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ClientSheetsStrings.serial(f, IdBindPoint);
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}
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};
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// Character Gender.
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uint8 Gender;
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// Character Race
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EGSPD::CPeople::TPeople Race;
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// Character's skeleton.
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NLMISC::TSStringId IdSkelFilename;
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// Base Name of the animation set.
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NLMISC::TSStringId IdAnimSetBaseName;
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// Automaton Type
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NLMISC::TSStringId IdAutomaton;
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float Scale;
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// The sound familly (used for sound context var 2)
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uint32 SoundFamily;
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// The sound variation (used for sound context var 3)
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uint32 SoundVariation;
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// Lod Character.
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NLMISC::TSStringId IdLodCharacterName;
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float LodCharacterDistance;
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// value to scale the "pos" channel of the animation of the creature.
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float CharacterScalePos;
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// The name of the faction the creature belongs to
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NLMISC::TSStringId IdFame;
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// Possible(impossible) Actions.
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bool Selectable;
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bool Talkable;
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bool Attackable;
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bool Givable;
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bool Mountable;
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bool Turn;
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bool SelectableBySpace;
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//character harvest/loot state
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LHSTATE::TLHState HLState;
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// Equipment worm or creature body.
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CEquipment Body;
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CEquipment Legs;
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CEquipment Arms;
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CEquipment Hands;
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CEquipment Feet;
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CEquipment Head;
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CEquipment Face;
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CEquipment ObjectInRightHand;
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CEquipment ObjectInLeftHand;
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// Yoyo: if you add some, modify getWholeEquipmentList()
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sint8 HairColor;
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sint8 Skin;
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sint8 EyesColor;
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// NLMISC::TSStringId IdFirstName;
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// NLMISC::TSStringId IdLastName;
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float DistToFront;
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float DistToBack;
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float DistToSide;
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float ColRadius;
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float ColHeight;
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float ColLength;
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float ColWidth;
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float ClipRadius;
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float ClipHeight;
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float MaxSpeed;
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bool DisplayOSD;
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// New flags created for bot objects
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bool DisplayInRadar; // display the entity in the radar
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bool DisplayOSDName; // name is displayed if (DisplayOSD && DisplayName)
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bool DisplayOSDBars; // bars are displayed if (DisplayOSD && DisplayBars)
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bool DisplayOSDForceOver; // even if ClientCfg.ShowNameUnderCursor==false, force OSD to display when under cursor (DisplayOSD must be true)
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bool Traversable; // the client can traverse this entity after some force time
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// Name positions on Z axis
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float NamePosZLow;
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float NamePosZNormal;
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float NamePosZHigh;
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// Alternative Look
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std::vector<NLMISC::TSStringId> IdAlternativeClothes;
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// Hair Item List
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std::vector<CEquipment> HairItemList;
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// list of fx for some ground type (step fxs)
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std::vector<CGroundFXSheet> GroundFX;
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// name of static FX played on entity (empty if none)
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NLMISC::TSStringId IdStaticFX;
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// body to bone
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CBodyToBoneSheet BodyToBone;
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// spell casting prefix. This prefix is used to see which sheet contains datas about spell casting
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NLMISC::TSStringId SpellCastingPrefix;
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// attack lists filenames
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std::vector<NLMISC::TSStringId> AttackLists;
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// consider
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sint8 RegionForce; // Force depending on the region the creature belongs
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sint8 ForceLevel; // Level of creature inside the same region
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uint16 Level; // Precise level of the creature
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bool R2Npc;
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class CCastRay
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{
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public:
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NLMISC::CVector Origin;
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NLMISC::CVector Pos;
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void serial(class NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serial(Origin);
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f.serial(Pos);
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}
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};
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// offset for projectile casting (useful for watchtowers as they got no bones)
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std::vector<CCastRay> ProjectileCastRay;
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/// Constructor
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CCharacterSheet();
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std::string getSkelFilename() const { return ClientSheetsStrings.get(IdSkelFilename); }
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std::string getAnimSetBaseName() const { return ClientSheetsStrings.get(IdAnimSetBaseName); }
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std::string getAutomaton() const { return ClientSheetsStrings.get(IdAutomaton); }
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std::string getLodCharacterName() const { return ClientSheetsStrings.get(IdLodCharacterName); }
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std::string getFame() const { return ClientSheetsStrings.get(IdFame); }
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// std::string getFirstName() const { return ClientSheetsStrings.get(IdFirstName); }
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// std::string getLastName() const { return ClientSheetsStrings.get(IdLastName); }
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std::string getAlternativeClothes(uint i) const { return ClientSheetsStrings.get(IdAlternativeClothes[i]); }
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std::string getStaticFX() const { return ClientSheetsStrings.get(IdStaticFX); }
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/// Build the sheet from an external script.
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virtual void build(const NLGEORGES::UFormElm &item);
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/// Serialize character sheet into binary data file.
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virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
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/// Return the list of all equipement possibles (body... + HairList). Pointers should be used localy
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void getWholeEquipmentList(std::vector<const CEquipment*> &equipList) const;
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private:
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/// Read an equipment slot.
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void readEquipment(const NLGEORGES::UFormElm &form, const std::string &key, CEquipment &slot);
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};
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#endif // CL_CHARACTER_SHEET_H
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/* End of character_sheet.h */
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