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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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//////////////////////////////////////////////////////////////////////////////
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// //
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// plPhysicalSndGroup Class //
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// Simplistic container class to store the matchup info for a given //
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// physical sound group. Assigning one of these objects to a physical //
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// specifies the sound group it's in as well as the sounds it should make //
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// when colliding against objects of other sound groups. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsResMgr.h"
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#include "plPhysicalSndGroup.h"
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#include "plAudio/plSound.h"
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#include "pnMessage/plRefMsg.h"
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#include "plMessage/plAnimCmdMsg.h"
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plPhysicalSndGroup::plPhysicalSndGroup() : fPlayingSlideSound(false)
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{
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fGroup = kNone;
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}
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plPhysicalSndGroup::plPhysicalSndGroup( UInt32 grp ) : fPlayingSlideSound(false)
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{
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fGroup = grp;
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}
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plPhysicalSndGroup::~plPhysicalSndGroup()
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{
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}
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bool plPhysicalSndGroup::HasSlideSound(UInt32 against)
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{
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return against < fSlideSounds.GetCount();
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}
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bool plPhysicalSndGroup::HasImpactSound(UInt32 against)
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{
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return against < fImpactSounds.GetCount();
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}
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hsBool plPhysicalSndGroup::MsgReceive( plMessage *pMsg )
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{
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return hsKeyedObject::MsgReceive( pMsg );
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}
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void plPhysicalSndGroup::Read( hsStream *s, hsResMgr *mgr )
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{
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hsKeyedObject::Read( s, mgr );
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s->ReadSwap( &fGroup );
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UInt32 i, count = s->ReadSwap32();
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fImpactSounds.Reset();
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for( i = 0; i < count; i++ )
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fImpactSounds.Append( mgr->ReadKey( s ) );
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count = s->ReadSwap32();
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fSlideSounds.Reset();
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for( i = 0; i < count; i++ )
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fSlideSounds.Append( mgr->ReadKey( s ) );
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}
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void plPhysicalSndGroup::Write( hsStream *s, hsResMgr *mgr )
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{
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hsKeyedObject::Write( s, mgr );
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s->WriteSwap( fGroup );
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UInt32 i;
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s->WriteSwap32( fImpactSounds.GetCount() );
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for( i = 0; i < fImpactSounds.GetCount(); i++ )
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mgr->WriteKey( s, fImpactSounds[ i ] );
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s->WriteSwap32( fSlideSounds.GetCount() );
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for( i = 0; i < fSlideSounds.GetCount(); i++ )
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mgr->WriteKey( s, fSlideSounds[ i ] );
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}
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void plPhysicalSndGroup::AddImpactSound( UInt32 against, plKey receiver )
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{
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if( fImpactSounds.GetCount() <= against )
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{
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fImpactSounds.Expand( against + 1 );
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fImpactSounds.SetCount( against + 1 );
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}
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fImpactSounds[ against ] = receiver;
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}
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void plPhysicalSndGroup::AddSlideSound( UInt32 against, plKey receiver )
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{
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if( fSlideSounds.GetCount() <= against )
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{
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fSlideSounds.Expand( against + 1 );
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fSlideSounds.SetCount( against + 1 );
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}
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fSlideSounds[ against ] = receiver;
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}
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void plPhysicalSndGroup::PlaySlideSound(UInt32 against)
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{
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if(against >= fSlideSounds.Count())
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return;
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plAnimCmdMsg* animMsg = TRACKED_NEW plAnimCmdMsg;
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animMsg->SetCmd(plAnimCmdMsg::kContinue);
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animMsg->Send(fSlideSounds[against]);
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fPlayingSlideSound = true;
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}
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void plPhysicalSndGroup::StopSlideSound(UInt32 against)
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{
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if(against >= fSlideSounds.Count())
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return;
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plAnimCmdMsg *animMsg = TRACKED_NEW plAnimCmdMsg;
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animMsg->SetCmd(plAnimCmdMsg::kStop);
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animMsg->Send(fSlideSounds[against]);
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fPlayingSlideSound = false;
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}
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void plPhysicalSndGroup::PlayImpactSound(UInt32 against)
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{
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if(against >= fImpactSounds.Count())
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return;
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plAnimCmdMsg* animMsg = TRACKED_NEW plAnimCmdMsg;
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animMsg->SetCmd(plAnimCmdMsg::kContinue);
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animMsg->Send(fImpactSounds[against]);
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}
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void plPhysicalSndGroup::SetSlideSoundVolume(UInt32 against, hsScalar volume)
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{
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if(against >= fSlideSounds.Count())
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return;
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plAnimCmdMsg* animMsg = TRACKED_NEW plAnimCmdMsg;
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animMsg->SetCmd(plAnimCmdMsg::kSetSpeed);
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animMsg->fSpeed = volume;
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animMsg->Send(fSlideSounds[against]);
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}
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