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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 3 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, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plResponderModifier_inc
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#define plResponderModifier_inc
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#include "hsStlUtils.h"
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#include "pnModifier/plSingleModifier.h"
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#include "pnMessage/plMessage.h"
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class plNotifyMsg;
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class plAnimCmdMsg;
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class plResponderSDLModifier;
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class plResponderModifier : public plSingleModifier
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{
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friend class plResponderSDLModifier;
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protected:
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typedef std::map<Int8,Int8> WaitToCmd;
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class plResponderCmd
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{
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public:
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plResponderCmd() : fMsg(nil), fWaitOn(-1) {}
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plResponderCmd(plMessage *msg, Int8 waitOn) : fMsg(msg), fWaitOn(waitOn) {}
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plMessage *fMsg;
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Int8 fWaitOn; // Index into fCompletedEvents of who we're waiting on
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};
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class plResponderState
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{
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public:
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hsTArray<plResponderCmd> fCmds;
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Int8 fNumCallbacks; // So we know how far to search into the bitvector to find out when we're done
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Int8 fSwitchToState; // State to switch to when all commands complete
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WaitToCmd fWaitToCmd;
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};
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hsTArray<plResponderState> fStates;
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Int8 fCurState; // The current state (first index for fCommandList)
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Int8 fCurCommand; // The command we are currently waiting to send (or -1 if we're not sending)
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bool fNetRequest; // Was the last trigger a net request
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hsBitVector fCompletedEvents; // Which events that commands are waiting on have completed
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bool fEnabled;
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plKey fPlayerKey; // The player who triggered this last
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plKey fTriggerer; // Whoever triggered us (for sending notify callbacks)
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hsBool fEnter; // Is our current trigger a volume enter?
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bool fGotFirstLoad; // Have we gotten our first SDL load?
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plResponderSDLModifier* fResponderSDLMod; // handles saving and restoring state
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enum
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{
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kDetectTrigger = 0x1,
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kDetectUnTrigger = 0x2,
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kSkipFFSound = 0x4
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};
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UInt8 fFlags;
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UInt32 fNotifyMsgFlags; // store the msg flags of the notify which triggered us
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void Trigger(plNotifyMsg *msg);
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bool IIsLocalOnlyCmd(plMessage* cmd);
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bool IContinueSending();
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Int8 ICmdFromWait(Int8 waitIdx);
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) { return true; }
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static bool fDebugAnimBox; // Draws a box on screen when an animation is started
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static void IDebugAnimBox(bool start);
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void IDebugPlayMsg(plAnimCmdMsg* msg);
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// Trigger the responder (regardless of what it's doing) and "fast forward" it to the final state
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// If python is true, only run animations
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void IFastForward(bool python);
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// If the message is FF-able, returns it (or a FF-able version)
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plMessage* IGetFastForwardMsg(plMessage* msg, bool python);
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void ISetResponderStateFromNotify(plNotifyMsg* msg);
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void ISetResponderState(Int8 state);
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void ILog(UInt32 color, const char* format, ...);
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friend class plResponderComponent;
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friend class plResponderWait;
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public:
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plResponderModifier();
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~plResponderModifier();
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CLASSNAME_REGISTER( plResponderModifier );
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GETINTERFACE_ANY( plResponderModifier, plSingleModifier );
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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virtual hsBool MsgReceive(plMessage* msg);
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const plResponderSDLModifier* GetSDLModifier() const { return fResponderSDLMod; }
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static bool ToggleDebugAnimBox() { return fDebugAnimBox = !fDebugAnimBox; }
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static void NoLogString(const char* str);
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// Restore callback state after load
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void Restore();
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const Int8 GetState() const { return fCurState; }
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//
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// Export time only
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//
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void AddCommand(plMessage* pMsg, int state=0);
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void AddCallback(Int8 state, Int8 cmd, Int8 callback);
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};
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// Message for changing the enable state in a responder modifier
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class plResponderEnableMsg : public plMessage
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{
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public:
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bool fEnable;
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plResponderEnableMsg() : fEnable(true) {}
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plResponderEnableMsg(bool enable) : fEnable(enable) {}
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CLASSNAME_REGISTER(plResponderEnableMsg);
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GETINTERFACE_ANY(plResponderEnableMsg, plMessage);
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// IO
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void Read(hsStream* stream, hsResMgr* mgr);
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void Write(hsStream* stream, hsResMgr* mgr);
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};
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#endif // plResponderModifier_inc
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