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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 _plPhysicalSndGroup_h
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#define _plPhysicalSndGroup_h
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plPhysicalSndGroup Class //
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// Simplistic container class to store the matchup info for a given //
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// physical sound group. Assigning one of these objects to a physical //
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// specifies the sound group it's in as well as the sounds it should make //
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// when colliding against objects of other sound groups. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsTypes.h"
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#include "hsTemplates.h"
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#include "pnKeyedObject/hsKeyedObject.h"
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#include "pnKeyedObject/plUoid.h"
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class plSound;
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class plPhysicalSndGroup : public hsKeyedObject
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{
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public:
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// The group enums
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enum SoundGroup
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{
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kNone = 0,
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kMetal,
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kGrass,
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kWood
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};
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plPhysicalSndGroup();
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plPhysicalSndGroup( UInt32 grp );
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virtual ~plPhysicalSndGroup();
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CLASSNAME_REGISTER( plPhysicalSndGroup );
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GETINTERFACE_ANY( plPhysicalSndGroup, hsKeyedObject );
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// Our required virtual
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virtual hsBool MsgReceive( plMessage *pMsg );
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virtual void Read( hsStream *s, hsResMgr *mgr );
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virtual void Write( hsStream *s, hsResMgr *mgr );
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void PlaySlideSound(UInt32 against);
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void StopSlideSound(UInt32 against);
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void PlayImpactSound(UInt32 against);
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void SetSlideSoundVolume(UInt32 against, hsScalar volume);
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bool HasSlideSound(UInt32 against);
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bool HasImpactSound(UInt32 against);
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UInt32 GetGroup( void ) const { return fGroup; }
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// Export only
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void AddImpactSound( UInt32 against, plKey receiver );
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void AddSlideSound( UInt32 against, plKey receiver );
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bool IsSliding() { return fPlayingSlideSound; }
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protected:
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enum Refs
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{
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kRefImpactSound,
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kRefSlideSound
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};
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UInt32 fGroup;
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bool fPlayingSlideSound;
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// Sound key arrays for, well, our sounds!
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hsTArray<plKey> fImpactSounds;
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hsTArray<plKey> fSlideSounds;
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};
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#endif //_plPhysicalSndGroup_h
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