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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "plResponderSDLModifier.h"
#include "../plSDL/plSDL.h"
#include "plResponderModifier.h"
// static vars
char plResponderSDLModifier::kStrCurState[]="curState";
char plResponderSDLModifier::kStrEnabled[]="enabled";
char plResponderSDLModifier::kStrCurCommand[]="curCommand";
char plResponderSDLModifier::kStrNetRequest[]="netRequest";
char plResponderSDLModifier::kStrCompletedEvents[]="completedEvents";
char plResponderSDLModifier::kStrPlayerKey[]="playerKey";
char plResponderSDLModifier::kStrTriggerer[]="triggerer";
plKey plResponderSDLModifier::GetStateOwnerKey() const
{
return fResponder ? fResponder->GetKey() : nil;
}
//
// get current state from responder
// fill out state data rec
//
void plResponderSDLModifier::IPutCurrentStateIn(plStateDataRecord* dstState)
{
hsAssert(fResponder, "nil responder?");
dstState->FindVar(kStrCurState)->Set((int)fResponder->fCurState);
dstState->FindVar(kStrEnabled)->Set(fResponder->fEnabled);
dstState->FindVar(kStrCurCommand)->Set((int)fResponder->fCurCommand);
dstState->FindVar(kStrNetRequest)->Set(fResponder->fNetRequest);
int i;
int num=fResponder->fCompletedEvents.GetNumBitVectors();
dstState->FindVar(kStrCompletedEvents)->Alloc(num);
for(i=0;i<num; i++)
{
int ev = fResponder->fCompletedEvents.GetBitVector(i);
dstState->FindVar(kStrCompletedEvents)->Set(ev, i);
}
dstState->FindVar(kStrPlayerKey)->Set(fResponder->fPlayerKey);
dstState->FindVar(kStrTriggerer)->Set(fResponder->fTriggerer);
}
//
// apply incoming state to responder
//
void plResponderSDLModifier::ISetCurrentStateFrom(const plStateDataRecord* srcState)
{
hsAssert(fResponder, "nil responder?");
int curState = fResponder->fCurState;
int curCommand = fResponder->fCurCommand;
bool enabled = fResponder->fEnabled;
bool netRequest = fResponder->fNetRequest;
hsBitVector completedEvents = fResponder->fCompletedEvents;
plKey playerKey = fResponder->fPlayerKey;
plKey triggerer = fResponder->fTriggerer;
plStateDataRecord::SimpleVarsList vars;
int numVars = srcState->GetUsedVars(&vars);
for (int i = 0; i < numVars; i++)
{
if (vars[i]->IsNamed(kStrCurState))
{
vars[i]->Get(&curState);
}
else if (vars[i]->IsNamed(kStrEnabled))
{
vars[i]->Get(&enabled);
}
else if (vars[i]->IsNamed(kStrCurCommand))
{
vars[i]->Get(&curCommand);
}
else if (vars[i]->IsNamed(kStrNetRequest))
{
vars[i]->Get(&netRequest);
}
else if (vars[i]->IsNamed(kStrCompletedEvents))
{
int numEvents = vars[i]->GetCount();
completedEvents.SetNumBitVectors(numEvents);
for (int j = 0; j < numEvents; j++)
{
int bv;
vars[i]->Get(&bv, j);
completedEvents.SetBitVector(j, bv);
}
}
else if (vars[i]->IsNamed(kStrPlayerKey))
{
vars[i]->Get(&playerKey);
}
else if (vars[i]->IsNamed(kStrTriggerer))
{
vars[i]->Get(&triggerer);
}
else
{
hsAssert(false, "Unknown var name");
}
}
if (numVars)
{
bool stateValid = (curState >= 0 && curState < fResponder->fStates.Count());
hsAssert(stateValid, "Received invalid responder state");
if (!stateValid)
return;
bool cmdValid = curCommand == -1 || (curCommand >= 0 && curCommand < fResponder->fStates[curState].fCmds.Count());
hsAssert(stateValid, "Received invalid responder command");
if (!cmdValid)
return;
// Could try to validate the completed events, but if someone hacked that
// all they could do is set events that we don't look at
fResponder->fCurState = curState;
fResponder->fCurCommand = curCommand;
fResponder->fEnabled = enabled;
fResponder->fNetRequest = netRequest;
fResponder->fCompletedEvents = completedEvents;
fResponder->fPlayerKey = playerKey;
fResponder->fTriggerer = triggerer;
fResponder->Restore();
}
}