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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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#include "plAnimEventModifier.h"
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#include "hsResMgr.h"
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#include "pnMessage/plMessage.h"
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#include "pnMessage/plRefMsg.h"
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#include "pnMessage/plEnableMsg.h"
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#include "pnMessage/plEventCallbackMsg.h"
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#include "pnNetCommon/plNetApp.h"
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#include "pnMessage/plNotifyMsg.h"
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plAnimEventModifier::plAnimEventModifier() : fCallback(nil), fDisabled(false)
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{
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}
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plAnimEventModifier::~plAnimEventModifier()
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{
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hsRefCnt_SafeUnRef(fCallback);
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}
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void plAnimEventModifier::Read(hsStream* stream, hsResMgr* mgr)
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{
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plSingleModifier::Read(stream, mgr);
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int numReceivers = stream->ReadLE32();
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fReceivers.Expand(numReceivers);
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for (int i = 0; i < numReceivers; i++)
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fReceivers.Push(mgr->ReadKey(stream));
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fCallback = plMessage::ConvertNoRef(mgr->ReadCreatable(stream));
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//
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// Create a passive ref to the animation controller. Then, when we're
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// notified that it's loaded we can send our callback setup message.
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//
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plKey animKey = fCallback->GetReceiver(0);
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hsgResMgr::ResMgr()->AddViaNotify(animKey,
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new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, 0),
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plRefFlags::kPassiveRef);
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}
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void plAnimEventModifier::Write(hsStream* stream, hsResMgr* mgr)
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{
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plSingleModifier::Write(stream, mgr);
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int numReceivers = fReceivers.Count();
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stream->WriteLE32(numReceivers);
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for (int i = 0; i < numReceivers; i++)
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mgr->WriteKey(stream, fReceivers[i]);
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mgr->WriteCreatable(stream, fCallback);
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}
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bool plAnimEventModifier::MsgReceive(plMessage* msg)
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{
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// Assuming we only have one ref, the anim time convert. When it loads, we
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// send our callback setup message.
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plGenRefMsg* genRefMsg = plGenRefMsg::ConvertNoRef(msg);
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if (genRefMsg && (genRefMsg->GetContext() & plRefMsg::kOnCreate) && fCallback)
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{
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hsRefCnt_SafeRef(fCallback);
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fCallback->Send();
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}
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plEventCallbackMsg* callbackMsg = plEventCallbackMsg::ConvertNoRef(msg);
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if (callbackMsg)
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{
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ISendNotify(true);
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ISendNotify(false);
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}
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plEnableMsg* pEnable = plEnableMsg::ConvertNoRef(msg);
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if (pEnable)
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{
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if (pEnable->Cmd(plEnableMsg::kDisable))
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fDisabled = true;
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else
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if (pEnable->Cmd(plEnableMsg::kEnable))
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fDisabled = false;
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return true;
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}
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return plSingleModifier::MsgReceive(msg);
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}
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void plAnimEventModifier::ISendNotify(bool triggered)
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{
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if (fDisabled)
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return;
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plNotifyMsg* notify = new plNotifyMsg;
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// Setup the event data in case this is a OneShot responder that needs it
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plKey playerKey = plNetClientApp::GetInstance()->GetLocalPlayerKey();
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notify->AddPickEvent(playerKey, nil, true, hsPoint3(0,0,0) );
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notify->SetSender(GetKey());
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notify->AddReceivers(fReceivers);
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notify->SetState(triggered ? 1.0f : 0.0f);
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// these should never need to net propagate...
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notify->SetBCastFlag(plMessage::kNetPropagate, false);
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notify->Send();
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}
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