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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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#ifndef plAvLadderMod_INC
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#define plAvLadderMod_INC
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#include "pnModifier/plSingleModifier.h"
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#include "pnMessage/plMessage.h"
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#include "hsGeometry3.h"
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// has a detector region. when a local avatar enters that region,
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// creates a ladder brain and applies it to the avatar with the relevant fields
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class plAvLadderMod : public plSingleModifier
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{
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public:
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plAvLadderMod();
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plAvLadderMod(bool goingUp, int type, int loops, bool enabled, hsVector3& ladderView);
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virtual ~plAvLadderMod() {};
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void EmitCommand(const plKey receiver);
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CLASSNAME_REGISTER( plAvLadderMod );
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GETINTERFACE_ANY( plAvLadderMod, plSingleModifier );
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// virtual void AddTarget(plSceneObject* so) { SetTarget(so); }
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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bool GetGoingUp() const;
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void SetGoingUp(bool v);
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int GetLoops() const;
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void SetLoops(int v);
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int GetType() const;
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void SetType(int v);
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void SetEnabled(bool enabled) { fEnabled = enabled; }
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protected:
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virtual hsBool IEval(double secs, float del, uint32_t dirty) {return true;}
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bool IIsReadyToClimb();
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void ITriggerSelf(plKey avKey);
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enum fTypeField
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{
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kBig, // big ladders are built from a mount, N traverse loops, and a dismount
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kFourFeet, // four-foot ladders are a one-shot
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kTwoFeet, // two-foot (step)ladders are a one-shot
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kNumOfTypeFields,
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};
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bool fGoingUp; // true means heading up; false means down
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int fType; // what type of ladder are we?
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int fLoops; // if we're a big ladder, how many traverse loops do we need?
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hsVector3 fLadderView;
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bool fEnabled;
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bool fAvatarInBox;
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bool fAvatarMounting; // True if the avatar is in the process of mounting the ladder.
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// Don't try to trigger during this time.
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};
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#endif plAvLadderMod_INC
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