You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
106 lines
3.8 KiB
106 lines
3.8 KiB
4 years ago
|
/*==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/>.
|
||
|
|
||
|
Additional permissions under GNU GPL version 3 section 7
|
||
|
|
||
|
If you modify this Program, or any covered work, by linking or
|
||
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||
|
(or a modified version of those libraries),
|
||
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||
|
licensors of this Program grant you additional
|
||
|
permission to convey the resulting work. Corresponding Source for a
|
||
|
non-source form of such a combination shall include the source code for
|
||
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||
|
work.
|
||
|
|
||
|
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==*/
|
||
|
#ifndef plClothingSDLModifier_inc
|
||
|
#define plClothingSDLModifier_inc
|
||
|
|
||
|
#include "../plModifier/plSDLModifier.h"
|
||
|
|
||
|
#include "hsColorRGBA.h"
|
||
|
#include "hsTemplates.h"
|
||
|
#include "hsTypes.h"
|
||
|
|
||
|
//
|
||
|
// This modifier is responsible for sending and recving
|
||
|
// an avatar's clothing saveState.
|
||
|
//
|
||
|
class plClothingOutfit;
|
||
|
class plClothingItem;
|
||
|
class plClothingItemOptions;
|
||
|
class plClosetItem;
|
||
|
class plStateDataRecord;
|
||
|
class plKey;
|
||
|
class plClothingSDLModifier : public plSDLModifier
|
||
|
{
|
||
|
protected:
|
||
|
plClothingOutfit* fClothingOutfit;
|
||
|
|
||
|
void IPutCurrentStateIn(plStateDataRecord* dstState);
|
||
|
void ISetCurrentStateFrom(const plStateDataRecord* srcState);
|
||
|
|
||
|
UInt32 IApplyModFlags(UInt32 sendFlags) { return (sendFlags | plSynchedObject::kDontPersistOnServer | plSynchedObject::kIsAvatarState); }
|
||
|
|
||
|
public:
|
||
|
// var labels
|
||
|
static char kStrItem[];
|
||
|
static char kStrTint[];
|
||
|
static char kStrTint2[];
|
||
|
static char kStrWardrobe[];
|
||
|
static char kStrSkinTint[];
|
||
|
static char kStrFaceBlends[];
|
||
|
static char kStrAppearance[];
|
||
|
static char kStrClothingDescName[];
|
||
|
static char kStrAppearanceDescName[];
|
||
|
static char kStrLinkInAnim[];
|
||
|
|
||
|
CLASSNAME_REGISTER( plClothingSDLModifier );
|
||
|
GETINTERFACE_ANY( plClothingSDLModifier, plSDLModifier);
|
||
|
|
||
|
plClothingSDLModifier();
|
||
|
|
||
|
plClothingOutfit* GetClothingOutfit();
|
||
|
void SetClothingOutfit(plClothingOutfit* c) { fClothingOutfit=c; }
|
||
|
|
||
|
void PutCurrentStateIn(plStateDataRecord* dstState);
|
||
|
const char* GetSDLName() const { return kSDLClothing; }
|
||
|
static const char* GetClothingItemSDRName() { return kStrClothingDescName; }
|
||
|
|
||
|
// Pass in a clothing outfit if you want to apply the clothing item. Pass in a closet item if you're just
|
||
|
// looking to parse the SDL info.
|
||
|
// Aw heck. Go crazy if you want and pass them BOTH in! Muahahaha!
|
||
|
static void HandleSingleSDR(const plStateDataRecord *sdr, plClothingOutfit *clothing = nil, plClosetItem *closetItem = nil);
|
||
|
static void PutSingleItemIntoSDR(plClosetItem *item, plStateDataRecord *sdr);
|
||
|
|
||
|
static const plClothingSDLModifier *plClothingSDLModifier::FindClothingSDLModifier(const plSceneObject *obj);
|
||
|
};
|
||
|
|
||
|
#endif // plClothingSDLModifier_inc
|