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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 cyAvatar_h
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#define cyAvatar_h
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/////////////////////////////////////////////////////////////////////////////
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//
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// NAME: cyAvatar
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//
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// PURPOSE: Class wrapper to map animation functions to plasma2 message
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//
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#include <string>
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#include "hsTemplates.h"
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#include "plFileSystem.h"
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#include "pnKeyedObject/plKey.h"
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#include "pyGlueHelpers.h"
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class pySceneObject;
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class pyColor;
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class plMipmap;
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class plClothingItem;
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class plArmatureMod;
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class plMorphSequence;
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class cyAvatar
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{
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protected:
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plKey fSender;
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hsTArray<plKey> fRecvr;
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bool fNetForce;
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virtual const plArmatureMod* IFindArmatureMod(plKey avObj);
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virtual plKey IFindArmatureModKey(plKey avObj);
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// XX static bool IEnterGenericMode(const char *enterAnim, const char *idleAnim, const char *exitAnim, bool autoExit);
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// XX static bool IExitTopmostGenericMode();
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protected:
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cyAvatar() {}
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cyAvatar(plKey sender,plKey recvr=nil);
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public:
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptAvatar);
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PYTHON_CLASS_NEW_DEFINITION;
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static PyObject* New(PyObject* sender, PyObject* recvr = nil);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a cyAvatar object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(cyAvatar); // converts a PyObject to a cyAvatar (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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static void AddPlasmaMethods(std::vector<PyMethodDef> &methods);
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static void AddPlasmaConstantsClasses(PyObject *m);
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// setters
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void SetSender(plKey &sender);
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void AddRecvr(plKey &recvr);
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virtual void SetNetForce(bool state) { fNetForce = state; }
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// oneShot Avatar (must already be there)
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virtual void OneShot(pyKey &seekKey, float duration, bool usePhysics,
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const plString &animName, bool drivable, bool reversible);
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// oneShot Avatar
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virtual void RunBehavior(pyKey &behKey, bool netForce, bool netProp);
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virtual void RunBehaviorAndReply(pyKey& behKey, pyKey& replyKey, bool netForce, bool netProp);
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// for the multistage behaviors
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virtual void NextStage(pyKey &behKey, float transTime, bool setTime, float newTime,
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bool setDirection, bool isForward, bool netForce);
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virtual void PreviousStage(pyKey &behKey, float transTime, bool setTime, float newTime,
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bool setDirection, bool isForward, bool netForce);
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virtual void GoToStage(pyKey &behKey, int32_t stage, float transTime, bool setTime, float newTime,
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bool setDirection, bool isForward, bool netForce);
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// static behavior functions:
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static void SetLoopCount(pyKey &behKey, int32_t stage, int32_t loopCount, bool netForce);
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virtual void SetSenderKey(pyKey &pKey);
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// seek Avatar (must already be there)
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//virtual void Seek(pyKey &seekKey, float duration, bool usePhysics);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetAvatarClothingGroup
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// PARAMETERS :
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//
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// PURPOSE : Return what clothing group the avatar is in
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//
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virtual int32_t GetAvatarClothingGroup();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetEntireClothingList
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// PARAMETERS :
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//
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// PURPOSE : Return a list of the wearable items for this avatar of that clothing_type
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//
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virtual std::vector<std::string> GetEntireClothingList(int32_t clothing_type);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetClosetClothingList
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// PARAMETERS :
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//
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// PURPOSE : Return a list of the wearable items for this avatar of that clothing_type
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//
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virtual std::vector<PyObject*> GetClosetClothingList(int32_t clothing_type);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetAvatarClothingList
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// PARAMETERS :
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//
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// PURPOSE : Return a list of items being worn by this avatar
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//
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virtual std::vector<PyObject*> GetAvatarClothingList();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetWardrobeClothingList
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// PARAMETERS :
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//
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// PURPOSE : Return a list of items that are in the avatars closet
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//
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virtual std::vector<PyObject*> GetWardrobeClothingList();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : AddWardrobeClothingItem
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// PARAMETERS : clothing_name - the name of the clothing item to add to your wardrobe
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// : tint1 - layer one color
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// : tint2 - layer two color
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//
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// PURPOSE : To add a clothing item to the avatar's wardrobe (closet)
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//
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virtual void AddWardrobeClothingItem(const char* clothing_name,pyColor& tint1,pyColor& tint2);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetUniqueMeshList
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// PARAMETERS : clothing_type - the type of clothing to get
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//
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// PURPOSE : Return a list of unique clothing items (each has a different mesh)
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// : that belong to the specific type
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//
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virtual std::vector<PyObject*> GetUniqueMeshList(int32_t clothing_type);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetAllWithSameMesh
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// PARAMETERS : clothing_name - the name of the mesh to get the textures of
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//
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// PURPOSE : Return a list of clothing items that have the same mesh as
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// : the item passed in
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//
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virtual std::vector<PyObject*> GetAllWithSameMesh(const char* clothing_name);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetMatchingClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Return the clothing item that matches this one
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//
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virtual PyObject* GetMatchingClothingItem(const char* clothing_name);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : WearClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Wear a particular piece of clothing based on name of clothing item
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// : returns 0, if clothing item was not found
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//
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virtual bool WearClothingItem(const char* clothing_name);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : RemoveClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Remove (take off) a particular piece of clothing based on name of clothing item
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// : returns 0, if clothing item was not found
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//
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virtual bool RemoveClothingItem(const char* clothing_name);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : TintClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Tint a clothing item, i.e. change the color of it
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//
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virtual bool TintClothingItem(const char* clothing_name, pyColor& tint);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : TintClothingItemLayer
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// PARAMETERS : clothing_name - name of the clothing item to change the color of
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// : tint - what color to change it to
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// : layer - which layer to change (1 or 2)
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//
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// PURPOSE : Tint a clothing item, i.e. change the color of it
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//
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virtual bool TintClothingItemLayer(const char* clothing_name, pyColor& tint, uint8_t layer);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : WearClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Wear a particular piece of clothing based on name of clothing item
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// : returns 0, if clothing item was not found
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//
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virtual bool WearClothingItemU(const char* clothing_name, bool update);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : RemoveClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Remove (take off) a particular piece of clothing based on name of clothing item
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// : returns 0, if clothing item was not found
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//
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virtual bool RemoveClothingItemU(const char* clothing_name, bool update);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : TintClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Tint a clothing item, i.e. change the color of it
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//
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virtual bool TintClothingItemU(const char* clothing_name, pyColor& tint, bool update);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : TintClothingItemLayer
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// PARAMETERS : clothing_name - name of the clothing item to change the color of
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// : tint - what color to change it to
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// : whatpart - which layer to change (1 or 2)
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//
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// PURPOSE : Tint a clothing item, i.e. change the color of it
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//
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virtual bool TintClothingItemLayerU(const char* clothing_name, pyColor& tint, uint8_t layer, bool update);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetClothingItemParameterString
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// PARAMETERS :
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//
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// PURPOSE : Get the custom parameter string for a clothing item
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//
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virtual const char* GetClothingItemParameterString(const char* clothing_name);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetTintClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Get the tint a clothing item, i.e. change the color of it
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//
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virtual PyObject* GetTintClothingItem(const char* clothing_name);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetTintClothingItem
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// PARAMETERS :
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//
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// PURPOSE : Get the tint a clothing item, i.e. change the color of it
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//
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virtual PyObject* GetTintClothingItemL(const char* clothing_name, uint8_t layer);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : TintSkin
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// PARAMETERS :
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//
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// PURPOSE : Tint the skin of the player's avatar
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//
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virtual void TintSkin(pyColor& tint);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : TintSkinU
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// PARAMETERS :
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//
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// PURPOSE : Tint the skin of the player's avatar with optional update flag
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//
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virtual void TintSkinU(pyColor& tint, bool update);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetTintSkin
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// PARAMETERS :
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//
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// PURPOSE : Get the tint of the skin of the player's avatar
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//
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virtual PyObject* GetTintSkin();
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virtual plMorphSequence* LocalMorphSequence();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : SetMorph
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// PARAMETERS : clothing_name - the name of the clothing to morph
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// : layer - the layer to affect
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// : value - what the new value should be (clipped between -1 and 1)
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//
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// PURPOSE : Set the morph value of a specific layer of clothing
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//
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virtual void SetMorph(const char* clothing_name, uint8_t layer, float value);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetMorph
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// PARAMETERS : clothing_name - the name of the clothing to get the vaule from
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// : layer - the layer to get the value from
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//
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// PURPOSE : Returns the current morph value of the specific layer of clothing
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//
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virtual float GetMorph(const char* clothing_name, uint8_t layer);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : SetSkinBlend
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// PARAMETERS : layer - the layer to affect
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// : value - what the new value should be (clipped between 0 and 1)
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//
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// PURPOSE : Set the skin blend for the specified layer
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//
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virtual void SetSkinBlend(uint8_t layer, float value);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : GetSkinBlend
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// PARAMETERS : layer - the layer to get the blend for
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//
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// PURPOSE : Returns the current layer's skin blend
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//
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virtual float GetSkinBlend(uint8_t layer);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : SaveClothing
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// PARAMETERS :
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//
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// PURPOSE : Saves the current clothing to the vault (including morphs)
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//
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virtual void SaveClothing();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : EnterSubWorld
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// PARAMETERS : object - a sceneobject that is in the subworld
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//
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// PURPOSE : Place the Avatar into the subworld of the sceneobject specified
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//
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virtual void EnterSubWorld(pySceneObject& object);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : ExitSubWorld
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// PARAMETERS : (none)
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//
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// PURPOSE : Exit the avatar from the subworld, back into the ... <whatever> world
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//
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virtual void ExitSubWorld();
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virtual void PlaySimpleAnimation(const plString& animName);
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virtual bool SaveClothingToFile(plFileName filename);
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virtual bool LoadClothingFromFile(plFileName filename);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : ChangeAvatar
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// PARAMETERS : gender name - is a string of the name of the gender to go to
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//
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// PURPOSE : Change the local avatar's gender.
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//
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// Valid genders:
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// Male
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// Female
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//
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static void ChangeAvatar(const char* genderName);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : ChangePlayerName
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// PARAMETERS : name - is a string of the new name for the player
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//
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// PURPOSE : Change the local player's avatar name
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//
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static void ChangePlayerName(const char* playerName);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : Emote
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// PARAMETERS : emoteName - name of the emote to play on the avatar
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//
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// PURPOSE : plays an emote on the local avatar (net propagated)
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//
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static bool Emote(const char* emoteName);
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : Sit
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// PARAMETERS : none
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//
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// PURPOSE : Makes the avatar sit down on the ground where they are.
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// The avatar will automatically stand when the user tries to move.
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//
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static bool Sit();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : EnterKiMode
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// PARAMETERS : none
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//
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// PURPOSE : Makes the avatar appear to be using the ki.
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//
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static bool EnterKiMode();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : ExitKiMode
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// PARAMETERS : none
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//
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// PURPOSE : Makes the avatar stop appearing to use the ki.
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// May cause problems if EnterKiMode() was not called earlier.
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//
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static bool ExitKiMode();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : EnterAFKMode
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// PARAMETERS : none
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//
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// PURPOSE : Tell the avatar to enter the AFK mode (sitting, head down)
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//
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static bool EnterAFKMode();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : ExitKiMode
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// PARAMETERS : none
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//
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// PURPOSE : Tell the avatar to exit the AFK mode
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// May cause problems if EnterKiMode() was not called earlier.
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//
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static bool ExitAFKMode();
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/////////////////////////////////////////////////////////////////////////////
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//
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// Function : EnterPBMode
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// PARAMETERS : none
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//
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// PURPOSE : Enter the personal book mode...stay until further notice.
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//
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static bool EnterPBMode();
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/////////////////////////////////////////////////////////////////////////////
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//
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|
// Function : ExitPBMode
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|
// PARAMETERS : none
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|
|
//
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|
|
// PURPOSE : Leave the personal book mode. Currently leaves any mode; will become
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|
// : more specific in future version
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|
//
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|
|
static bool ExitPBMode();
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|
/////////////////////////////////////////////////////////////////////////////
|
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|
|
//
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|
|
// Function : GetCurrentMode()
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|
|
// PARAMETERS : none
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|
|
//
|
|
|
|
// PURPOSE : Leave the personal book mode. Currently leaves any mode; will become
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|
|
|
// : more specific in future version
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|
|
|
//
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|
|
|
int GetCurrentMode();
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|
|
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|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : (En/Dis)ableMovementControls()
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|
|
|
// PARAMETERS : none
|
|
|
|
//
|
|
|
|
// PURPOSE : Suspend input on the local avatar
|
|
|
|
//
|
|
|
|
static void EnableMovementControls();
|
|
|
|
static void DisableMovementControls();
|
|
|
|
static void EnableMouseMovement();
|
|
|
|
static void DisableMouseMovement();
|
|
|
|
static void EnableAvatarJump();
|
|
|
|
static void DisableAvatarJump();
|
|
|
|
static void EnableForwardMovement();
|
|
|
|
static void DisableForwardMovement();
|
|
|
|
|
|
|
|
static bool LocalAvatarRunKeyDown();
|
|
|
|
static bool LocalAvatarIsMoving();
|
|
|
|
|
|
|
|
static void SetMouseTurnSensitivity(float val);
|
|
|
|
static float GetMouseTurnSensitivity();
|
|
|
|
|
|
|
|
static void SpawnNext();
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : RegisterForBehaviorNotify()
|
|
|
|
// PARAMETERS : none
|
|
|
|
//
|
|
|
|
// PURPOSE : To register for notifies from the avatar for any kind of behavior notify
|
|
|
|
//
|
|
|
|
void RegisterForBehaviorNotify(pyKey &selfKey);
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Function : UnRegisterForBehaviorNotify()
|
|
|
|
// PARAMETERS : none
|
|
|
|
//
|
|
|
|
// PURPOSE : To remove the registeration for notifies from the avatar
|
|
|
|
//
|
|
|
|
void UnRegisterForBehaviorNotify(pyKey &selfKey);
|
|
|
|
|
|
|
|
static bool IsCurrentBrainHuman();
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // cyAvatar_h
|