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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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/** \file plAvatarMgr.h
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Gathering place for global animations and miscellaneous avatar data.
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Ideally this stuff will all be migrated into the resource manager. */
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#ifndef PLAVATARMGR_INC
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#define PLAVATARMGR_INC
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#include "hsStlUtils.h"
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#include "hsStlSortUtils.h"
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#include "hsGeometry3.h"
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#include "../pnKeyedObject/hsKeyedObject.h"
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#include "../plMessage/plLoadAvatarMsg.h"
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// This is still pretty much a hack, but it's a compartmentalized hack instead of the previous
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// interwoven spaghetti hack.
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class plSeekPointMod;
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class plOneShotMod;
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class plAGMasterMod;
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class plArmatureMod;
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class plSpawnModifier;
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class plKey;
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class plLoadAvatarMsg;
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class plMaintainersMarkerModifier;
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class plDniCoordinateInfo;
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class plAvCoopMsg;
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class plNotifyMsg;
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class plCoopCoordinator;
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class plLoadCloneMsg;
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class plStatusLog;
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/** \class plAvatarMgr
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Gathering place for global animations and miscellaneous avatar data.
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Ideally this stuff will all be migrated into the resource manager.
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This class is 100% static and must be explictly cleared when
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resetting the scene on shutdown or when rebuilding the scene for export.
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*/
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class plAvatarMgr : public hsKeyedObject
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{
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public:
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typedef std::vector<plArmatureMod*> plArmatureModPtrVec;
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enum AvatarTypeMask
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{
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Human = 1,
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Player = 2
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};
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plAvatarMgr(); // can only be constructed by itself (singleton)
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virtual ~plAvatarMgr();
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CLASSNAME_REGISTER( plAvatarMgr );
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GETINTERFACE_ANY( plAvatarMgr, hsKeyedObject );
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// \{
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/** Seek points are alignment points used for aligning
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the avatar before playing a detail interaction animation.
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These are registered by name here primarily for debugging
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and ad-hoc scripting. In final releases, we'll be able to
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do away with this bookeeping entirely. */
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void AddSeekPoint(plSeekPointMod *seekpoint);
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void RemoveSeekPoint(plSeekPointMod *seekpoint);
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plSeekPointMod *FindSeekPoint(const char *name);
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// \}
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// \{
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/** One shots are registered here for debugging and ad-hoc
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scripting only. */
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void AddOneShot(plOneShotMod *oneshot);
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void RemoveOneShot(plOneShotMod *oneshot);
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plOneShotMod *FindOneShot(char *name);
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// \}
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plKey LoadPlayer(const char* name, const char *account);
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plKey LoadPlayer(const char* name, const char *account, const char *linkName);
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plKey LoadAvatar(const char *name, const char *accountName, bool isPlayer, plKey spawnPoint, plAvTask *initialTask, const char *userStr = nil);
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/** Unload an avatar - player or npc - both locally and remotely. */
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void UnLoadAvatar(plKey avKey, bool isPlayer);
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/** send our (already loaded) local player to newly-associated clients - used when linking */
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void PropagateLocalPlayer(int spawnPoint = -1);
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/** Unload our local player on other machines because we're leaving this age.
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The player will stay around on our local machine, though. */
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bool UnPropagateLocalPlayer();
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void UnLoadRemotePlayer(plKey playerKey);
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void UnLoadLocalPlayer();
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void AddAvatar(plArmatureMod *avatar);
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void RemoveAvatar(plArmatureMod *instance);
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plArmatureMod *GetLocalAvatar();
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plKey GetLocalAvatarKey();
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static plArmatureMod *FindAvatar(plKey& avatarKey); // Key of the sceneObject
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plArmatureMod *FindAvatarByPlayerID(UInt32 pid);
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plArmatureMod *FindAvatarByModelName(char *name); // Probably only useful for custom NPCs. All players are
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// either "Male" or "Female".
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void FindAllAvatarsByModelName(const char* name, plArmatureModPtrVec& outVec);
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plArmatureMod *GetFirstRemoteAvatar();
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// \{
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/** Spawn points are potential entry points for the
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avatar. They're selected pretty randomly right now;
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eventually they'll be selected by script based
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on the book used to enter the scene. */
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void AddSpawnPoint(plSpawnModifier *spawn);
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void RemoveSpawnPoint(plSpawnModifier *spawn);
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const plSpawnModifier *GetSpawnPoint(int index);
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int NumSpawnPoints() { return fSpawnPoints.size(); }
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int FindSpawnPoint( const char *name ) const;
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// \}
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static int WarpPlayerToAnother(hsBool iMove, UInt32 remoteID);
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static int WarpPlayerToXYZ(hsScalar x, hsScalar y, hsScalar z);
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static int WarpPlayerToXYZ(int pid, hsScalar x, hsScalar y, hsScalar z);
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static plAvatarMgr *GetInstance();
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static void ShutDown();
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hsBool MsgReceive(plMessage *msg);
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hsBool HandleCoopMsg(plAvCoopMsg *msg);
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hsBool HandleNotifyMsg(plNotifyMsg *msg);
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hsBool IPassMessageToActiveCoop(plMessage *msg, UInt32 id, UInt16 serial);
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// similar to a spawn point, maintainers markers are used
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// to generate your position in Dni coordinates
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void AddMaintainersMarker(plMaintainersMarkerModifier *mm);
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void RemoveMaintainersMarker(plMaintainersMarkerModifier *mm);
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void PointToDniCoordinate(hsPoint3 pt, plDniCoordinateInfo* ret);
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void GetDniCoordinate(plDniCoordinateInfo* ret);
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static void OfferLinkingBook(plKey hostKey, plKey guestKey, plMessage *linkMsg, plKey replyKey);
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bool IsACoopRunning();
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plStatusLog *GetLog() { return fLog; }
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protected:
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/** Dump all internal data. */
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void IReset();
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/** Handle an incoming clone message; do any necessary post-processing
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on the avatar. */
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void plAvatarMgr::IFinishLoadingAvatar(plLoadAvatarMsg *cloneMsg);
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/** Handle an incoming clone message which holds an unload request.
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*/
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void plAvatarMgr::IFinishUnloadingAvatar(plLoadAvatarMsg *cloneMsg);
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/** When an armature modifier attached to the given scene object is loaded,
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send it the given message.
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We get notified when the avatar's scene object is loaded, but we also need to
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set some information up for the avatar modifier when it comes in.
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We'll get that notification via the AddAvatar call later. In this function
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we're going to squirrel away an initialization message to pass to the armature
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modifier when it arrives. */
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void plAvatarMgr::IDeferInit(plKey playerSOKey, plMessage *initMsg);
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/** See if we have an avatar type message saved for the given avatar and send them. */
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void plAvatarMgr::ISendDeferredInit(plKey playerSOKey);
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static plAvatarMgr* fInstance; // the single instance of the avatar manager
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typedef std::map<const char *, plSeekPointMod *, stringISorter> plSeekPointMap;
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plSeekPointMap fSeekPoints;
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typedef std::map<char *, plOneShotMod *, stringISorter> plOneShotMap;
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plOneShotMap fOneShots;
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typedef std::map<plKey, plMessage *> DeferredInits;
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DeferredInits fDeferredInits;
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// typedef std::map<const char *, plArmatureMod *, stringISorter> plAvatarMap;
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typedef std::vector<plKey> plAvatarVec;
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plAvatarVec fAvatars;
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typedef std::vector<const plSpawnModifier*> plSpawnVec;
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plSpawnVec fSpawnPoints;
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hsTArray<plMaintainersMarkerModifier*> fMaintainersMarkers;
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// we're using a multimap, which is a map which allows multiple entries to
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// share the same key. the key we use is the initiator's player id; in the vast
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// majority of cases, there will only be one coop running for a given initiator's
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// ID. By using a multimap, however, we can still handle a few different coops
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// for the same user by just iterating from the first match forward until
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// we run out of matches.
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typedef std::multimap<UInt32, plCoopCoordinator *> plCoopMap;
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plCoopMap fActiveCoops;
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hsTArray<plLoadCloneMsg*> fCloneMsgQueue;
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plStatusLog *fLog;
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};
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#endif // PLAVATARMGR_INC
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