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122 lines
4.2 KiB
122 lines
4.2 KiB
14 years ago
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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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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 NO_AV_MSGS
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#ifndef SERVER
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#ifndef plLoadAvatarMsg_INC
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#define plLoadAvatarMsg_INC
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#include "plLoadCloneMsg.h"
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#include "hsUtils.h"
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#include "../pnKeyedObject/plUoid.h"
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class plAvTask;
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//
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// A msg which is sent to the networking system
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// to cause a player to be loaded or unloaded
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//
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class plKey;
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class hsStream;
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class hsResMgr;
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// not sure if we need this yet, but it's already in the index so here's just enough
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// implementation to keep the compiler happy.
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class plLoadAvatarMsg : public plLoadCloneMsg
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{
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public:
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plLoadAvatarMsg();
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/** Canonical constructor. If you're trying to initiate a clone, this is
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the one you want to use.
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These messages are *always* sent to the net client manager. You can't
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address them.
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After they are received on the remote machines, they are forwarded
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the remote versions of the requestor.
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\param uoidToClone - Specifies the template that will be cloned.
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\param requestorKey - The key of the object that is requesting the clone. It's
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strongly recommended that this be a local object, so that we don't get the same
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requestor creating multiple clones by starting the process on several machines.
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\param userData - Whatever you want. Will be propagated to the requestor after cloning.
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\param isPlayer - this is a player, not an NPC
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\param spawnPoint - warp to this spot after loading
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\param initialTask - queue up this task after loading (and spawning)
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\param userStr - a string that the user can set
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*/
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plLoadAvatarMsg(const plUoid &uoidToClone, const plKey &requestorKey, UInt32 userData,
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hsBool isPlayer, const plKey &spawnPoint, plAvTask *initialTask, const char *userStr = nil);
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/** Use this form if you're sending a message about an existing clone -- either
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to propagate it to other machines or to tell them to unload it.
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\param existing - The key to the clone you want to unload
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\param requestorKey - The key of the object that is requesting the clone. It's
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strongly recommended that this be a local object, so that we don't get the same
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requestor creating multiple clones by starting the process on several machines.
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\param userData - Whatever you want. Will be propagated to the requestor after cloning.
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\param isPlayer - this is a player, not an NPC
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\param isLoading - Are we loading or unloading?
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\param userStr - a string that the user can set
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*/
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plLoadAvatarMsg(const plKey &existing, const plKey &requestorKey, UInt32 userData,
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hsBool isPlayer, hsBool isLoading, const char *userStr = nil);
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virtual ~plLoadAvatarMsg();
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void SetIsPlayer(bool is);
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hsBool GetIsPlayer();
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void SetSpawnPoint(const plKey &spawnSceneObjectKey);
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plKey GetSpawnPoint();
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void SetInitialTask(plAvTask *task);
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plAvTask * GetInitialTask();
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void SetUserStr(const char *userStr);
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const char* GetUserStr();
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CLASSNAME_REGISTER(plLoadAvatarMsg);
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GETINTERFACE_ANY(plLoadAvatarMsg, plLoadCloneMsg);
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void Read(hsStream* stream, hsResMgr* mgr);
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void Write(hsStream* stream, hsResMgr* mgr);
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void ReadVersion(hsStream* stream, hsResMgr* mgr);
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void WriteVersion(hsStream* stream, hsResMgr* mgr);
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protected:
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hsBool fIsPlayer;
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plKey fSpawnPoint;
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plAvTask *fInitialTask;
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char *fUserStr;
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};
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#endif // plLoadAvatarMsg_INC
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#endif // ndef SERVER
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#endif // ndef NO_AV_MSGS
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