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/*==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/>.
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 plAvLadderMod_INC
#define plAvLadderMod_INC
#include "pnModifier/plSingleModifier.h"
#include "pnMessage/plMessage.h"
#include "hsGeometry3.h"
// has a detector region. when a local avatar enters that region,
// creates a ladder brain and applies it to the avatar with the relevant fields
class plAvLadderMod : public plSingleModifier
{
public:
plAvLadderMod();
plAvLadderMod(bool goingUp, int type, int loops, bool enabled, hsVector3& ladderView);
virtual ~plAvLadderMod() {};
void EmitCommand(const plKey receiver);
CLASSNAME_REGISTER( plAvLadderMod );
GETINTERFACE_ANY( plAvLadderMod, plSingleModifier );
// virtual void AddTarget(plSceneObject* so) { SetTarget(so); }
virtual hsBool MsgReceive(plMessage* msg);
virtual void Read(hsStream* stream, hsResMgr* mgr);
virtual void Write(hsStream* stream, hsResMgr* mgr);
bool GetGoingUp() const;
void SetGoingUp(bool v);
int GetLoops() const;
void SetLoops(int v);
int GetType() const;
void SetType(int v);
void SetEnabled(bool enabled) { fEnabled = enabled; }
protected:
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) {return true;}
bool IIsReadyToClimb();
void ITriggerSelf(plKey avKey);
enum fTypeField
{
kBig, // big ladders are built from a mount, N traverse loops, and a dismount
kFourFeet, // four-foot ladders are a one-shot
kTwoFeet, // two-foot (step)ladders are a one-shot
kNumOfTypeFields,
};
bool fGoingUp; // true means heading up; false means down
int fType; // what type of ladder are we?
int fLoops; // if we're a big ladder, how many traverse loops do we need?
hsVector3 fLadderView;
bool fEnabled;
bool fAvatarInBox;
bool fAvatarMounting; // True if the avatar is in the process of mounting the ladder.
// Don't try to trigger during this time.
};
#endif plAvLadderMod_INC