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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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#include "plResponderSDLModifier.h"
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#include "plSDL/plSDL.h"
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#include "plResponderModifier.h"
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// static vars
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char plResponderSDLModifier::kStrCurState[]="curState";
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char plResponderSDLModifier::kStrEnabled[]="enabled";
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char plResponderSDLModifier::kStrCurCommand[]="curCommand";
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char plResponderSDLModifier::kStrNetRequest[]="netRequest";
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char plResponderSDLModifier::kStrCompletedEvents[]="completedEvents";
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char plResponderSDLModifier::kStrPlayerKey[]="playerKey";
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char plResponderSDLModifier::kStrTriggerer[]="triggerer";
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plKey plResponderSDLModifier::GetStateOwnerKey() const
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{
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return fResponder ? fResponder->GetKey() : nil;
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}
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//
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// get current state from responder
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// fill out state data rec
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//
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void plResponderSDLModifier::IPutCurrentStateIn(plStateDataRecord* dstState)
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{
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hsAssert(fResponder, "nil responder?");
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dstState->FindVar(kStrCurState)->Set((int)fResponder->fCurState);
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dstState->FindVar(kStrEnabled)->Set(fResponder->fEnabled);
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dstState->FindVar(kStrCurCommand)->Set((int)fResponder->fCurCommand);
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dstState->FindVar(kStrNetRequest)->Set(fResponder->fNetRequest);
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int i;
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int num=fResponder->fCompletedEvents.GetNumBitVectors();
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dstState->FindVar(kStrCompletedEvents)->Alloc(num);
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for(i=0;i<num; i++)
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{
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int ev = fResponder->fCompletedEvents.GetBitVector(i);
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dstState->FindVar(kStrCompletedEvents)->Set(ev, i);
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}
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dstState->FindVar(kStrPlayerKey)->Set(fResponder->fPlayerKey);
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dstState->FindVar(kStrTriggerer)->Set(fResponder->fTriggerer);
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}
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//
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// apply incoming state to responder
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//
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void plResponderSDLModifier::ISetCurrentStateFrom(const plStateDataRecord* srcState)
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{
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hsAssert(fResponder, "nil responder?");
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int curState = fResponder->fCurState;
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int curCommand = fResponder->fCurCommand;
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bool enabled = fResponder->fEnabled;
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bool netRequest = fResponder->fNetRequest;
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hsBitVector completedEvents = fResponder->fCompletedEvents;
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plKey playerKey = fResponder->fPlayerKey;
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plKey triggerer = fResponder->fTriggerer;
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plStateDataRecord::SimpleVarsList vars;
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int numVars = srcState->GetUsedVars(&vars);
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for (int i = 0; i < numVars; i++)
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{
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if (vars[i]->IsNamed(kStrCurState))
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{
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vars[i]->Get(&curState);
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}
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else if (vars[i]->IsNamed(kStrEnabled))
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{
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vars[i]->Get(&enabled);
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}
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else if (vars[i]->IsNamed(kStrCurCommand))
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{
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vars[i]->Get(&curCommand);
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}
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else if (vars[i]->IsNamed(kStrNetRequest))
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{
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vars[i]->Get(&netRequest);
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}
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else if (vars[i]->IsNamed(kStrCompletedEvents))
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{
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int numEvents = vars[i]->GetCount();
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completedEvents.SetNumBitVectors(numEvents);
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for (int j = 0; j < numEvents; j++)
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{
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int bv;
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vars[i]->Get(&bv, j);
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completedEvents.SetBitVector(j, bv);
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}
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}
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else if (vars[i]->IsNamed(kStrPlayerKey))
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{
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vars[i]->Get(&playerKey);
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}
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else if (vars[i]->IsNamed(kStrTriggerer))
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{
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vars[i]->Get(&triggerer);
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}
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else
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{
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hsAssert(false, "Unknown var name");
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}
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}
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if (numVars)
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{
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bool stateValid = (curState >= 0 && curState < fResponder->fStates.Count());
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hsAssert(stateValid, "Received invalid responder state");
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if (!stateValid)
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return;
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bool cmdValid = curCommand == -1 || (curCommand >= 0 && curCommand < fResponder->fStates[curState].fCmds.Count());
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hsAssert(stateValid, "Received invalid responder command");
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if (!cmdValid)
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return;
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// Could try to validate the completed events, but if someone hacked that
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// all they could do is set events that we don't look at
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fResponder->fCurState = curState;
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fResponder->fCurCommand = curCommand;
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fResponder->fEnabled = enabled;
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fResponder->fNetRequest = netRequest;
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fResponder->fCompletedEvents = completedEvents;
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fResponder->fPlayerKey = playerKey;
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fResponder->fTriggerer = triggerer;
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fResponder->Restore();
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}
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}
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