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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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// singular
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#include "plNPCSpawnMod.h"
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// local
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#include "plAvatarMgr.h"
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// global
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#include "hsMatrix44.h"
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// other
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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//#include "pnMessage/plWarpMsg.h"
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#include "pnMessage/plNotifyMsg.h"
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// plNPCSpawnMod ctor
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plNPCSpawnMod::plNPCSpawnMod()
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: fModelName(nil),
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fAccountName(nil),
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fAutoSpawn(false),
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fNotify(nil)
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{
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}
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// plNPCSpawnMod ctor modelName accountName
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plNPCSpawnMod::plNPCSpawnMod(const char * modelName, const char * accountName, bool autoSpawn)
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: fAutoSpawn(autoSpawn), fNotify(nil)
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{
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fModelName = hsStrcpy(modelName);
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fAccountName = hsStrcpy(accountName);
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}
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// plNPCSpawnMod dtor
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plNPCSpawnMod::~plNPCSpawnMod()
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{
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if(fModelName)
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{
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delete[] fModelName;
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fModelName = nil;
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}
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if(fAccountName)
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{
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delete[] fAccountName;
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fAccountName = nil;
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}
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if (fNotify)
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fNotify->UnRef();
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}
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void plNPCSpawnMod::AddTarget(plSceneObject* so)
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{
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plSingleModifier::AddTarget(so);
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if(fAutoSpawn)
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Trigger();
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}
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void plNPCSpawnMod::RemoveTarget(plSceneObject *so)
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{
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plSingleModifier::RemoveTarget(so);
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if(fSpawnedKey)
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{
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plAvatarMgr::GetInstance()->UnLoadAvatar(fSpawnedKey, false);
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}
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}
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// TRIGGER
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bool plNPCSpawnMod::Trigger()
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{
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bool result = false;
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// you can ONLY spawn if you are local. the spawn message
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// will netpropagate
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if(this->IsLocallyOwned())
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{
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if(fModelName)
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{
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// spawn the NPC
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plKey spawnPoint = GetTarget(0)->GetKey();
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fSpawnedKey = plAvatarMgr::GetInstance()->LoadAvatar(fModelName, fAccountName, false, spawnPoint, nil);
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ISendNotify(fSpawnedKey);
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}
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}
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return result;
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}
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// SETNOTIFY
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void plNPCSpawnMod::SetNotify(plNotifyMsg *notify)
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{
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fNotify = notify;
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}
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// GETNOTIFY
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plNotifyMsg * plNPCSpawnMod::GetNotify()
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{
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return fNotify;
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}
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// READ
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void plNPCSpawnMod::Read(hsStream *stream, hsResMgr *mgr)
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{
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plSingleModifier::Read(stream, mgr);
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fModelName = stream->ReadSafeString();
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fAccountName = stream->ReadSafeString();
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fAutoSpawn = stream->Readbool();
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if(stream->Readbool())
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fNotify = plNotifyMsg::ConvertNoRef(mgr->ReadCreatable(stream));
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}
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// WRITE
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void plNPCSpawnMod::Write(hsStream *stream, hsResMgr *mgr)
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{
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plSingleModifier::Write(stream, mgr);
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stream->WriteSafeString(fModelName);
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stream->WriteSafeString(fAccountName);
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stream->Writebool(fAutoSpawn);
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if(fNotify)
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{
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stream->Writebool(true);
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mgr->WriteCreatable(stream, fNotify);
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} else {
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stream->Writebool(false);
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}
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}
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// IEVAL
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// attack of the bogons
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hsBool plNPCSpawnMod::IEval(double secs, float del, uint32_t dirty)
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{
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return true;
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}
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// ISENDNOTIFY
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void plNPCSpawnMod::ISendNotify(plKey &avatarKey)
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{
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if(fNotify)
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{
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proSpawnedEventData * event = new proSpawnedEventData;
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event->fSpawner = GetKey();
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event->fSpawnee = avatarKey;
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fNotify->ClearEvents();
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fNotify->AddEvent(event);
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delete event; // fNotify->AddEvent makes a copy
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int i = fNotify->GetEventCount();
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fNotify->Ref(); // so we still hold onto it after it is delivered
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fNotify->Send();
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} else {
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hsStatusMessage("NPC Spawner is spawning but there is no notify message to send.");
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}
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}
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