|
|
|
/*==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==*/
|
|
|
|
|
|
|
|
|
|
|
|
// singular
|
|
|
|
#include "plNPCSpawnMod.h"
|
|
|
|
|
|
|
|
// local
|
|
|
|
#include "plAvatarMgr.h"
|
|
|
|
|
|
|
|
// global
|
|
|
|
#include "hsMatrix44.h"
|
|
|
|
|
|
|
|
// other
|
|
|
|
#include "pnSceneObject/plSceneObject.h"
|
|
|
|
#include "pnSceneObject/plCoordinateInterface.h"
|
|
|
|
//#include "pnMessage/plWarpMsg.h"
|
|
|
|
#include "pnMessage/plNotifyMsg.h"
|
|
|
|
|
|
|
|
|
|
|
|
// plNPCSpawnMod ctor
|
|
|
|
plNPCSpawnMod::plNPCSpawnMod()
|
|
|
|
: fAutoSpawn(false),
|
|
|
|
fNotify(nil)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
// plNPCSpawnMod ctor modelName accountName
|
|
|
|
plNPCSpawnMod::plNPCSpawnMod(const plString &modelName, const plString &accountName, bool autoSpawn)
|
|
|
|
: fAutoSpawn(autoSpawn), fNotify(nil)
|
|
|
|
{
|
|
|
|
fModelName = modelName;
|
|
|
|
fAccountName = accountName;
|
|
|
|
}
|
|
|
|
|
|
|
|
// plNPCSpawnMod dtor
|
|
|
|
plNPCSpawnMod::~plNPCSpawnMod()
|
|
|
|
{
|
|
|
|
if (fNotify)
|
|
|
|
fNotify->UnRef();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plNPCSpawnMod::AddTarget(plSceneObject* so)
|
|
|
|
{
|
|
|
|
plSingleModifier::AddTarget(so);
|
|
|
|
|
|
|
|
if(fAutoSpawn)
|
|
|
|
Trigger();
|
|
|
|
}
|
|
|
|
|
|
|
|
// TRIGGER
|
|
|
|
bool plNPCSpawnMod::Trigger()
|
|
|
|
{
|
|
|
|
bool result = false;
|
|
|
|
|
|
|
|
// you can ONLY spawn if you are local. the spawn message
|
|
|
|
// will netpropagate
|
|
|
|
if(this->IsLocallyOwned())
|
|
|
|
{
|
|
|
|
if (!fModelName.IsEmpty())
|
|
|
|
{
|
|
|
|
// spawn the NPC
|
|
|
|
plKey spawnPoint = GetTarget(0)->GetKey();
|
|
|
|
|
|
|
|
// Note: we will be unloaded by the NetApp's NPC magick
|
|
|
|
fSpawnedKey = plAvatarMgr::GetInstance()->LoadAvatar(fModelName, fAccountName, false, spawnPoint, nil);
|
|
|
|
|
|
|
|
ISendNotify(fSpawnedKey);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// SETNOTIFY
|
|
|
|
void plNPCSpawnMod::SetNotify(plNotifyMsg *notify)
|
|
|
|
{
|
|
|
|
fNotify = notify;
|
|
|
|
}
|
|
|
|
|
|
|
|
// GETNOTIFY
|
|
|
|
plNotifyMsg * plNPCSpawnMod::GetNotify()
|
|
|
|
{
|
|
|
|
return fNotify;
|
|
|
|
}
|
|
|
|
|
|
|
|
// READ
|
|
|
|
void plNPCSpawnMod::Read(hsStream *stream, hsResMgr *mgr)
|
|
|
|
{
|
|
|
|
plSingleModifier::Read(stream, mgr);
|
|
|
|
|
|
|
|
fModelName = stream->ReadSafeString();
|
|
|
|
fAccountName = stream->ReadSafeString();
|
|
|
|
fAutoSpawn = stream->ReadBool();
|
|
|
|
if(stream->ReadBool())
|
|
|
|
fNotify = plNotifyMsg::ConvertNoRef(mgr->ReadCreatable(stream));
|
|
|
|
}
|
|
|
|
|
|
|
|
// WRITE
|
|
|
|
void plNPCSpawnMod::Write(hsStream *stream, hsResMgr *mgr)
|
|
|
|
{
|
|
|
|
plSingleModifier::Write(stream, mgr);
|
|
|
|
|
|
|
|
stream->WriteSafeString(fModelName);
|
|
|
|
stream->WriteSafeString(fAccountName);
|
|
|
|
stream->WriteBool(fAutoSpawn);
|
|
|
|
if(fNotify)
|
|
|
|
{
|
|
|
|
stream->WriteBool(true);
|
|
|
|
mgr->WriteCreatable(stream, fNotify);
|
|
|
|
} else {
|
|
|
|
stream->WriteBool(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// IEVAL
|
|
|
|
// attack of the bogons
|
|
|
|
bool plNPCSpawnMod::IEval(double secs, float del, uint32_t dirty)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ISENDNOTIFY
|
|
|
|
void plNPCSpawnMod::ISendNotify(plKey &avatarKey)
|
|
|
|
{
|
|
|
|
if(fNotify)
|
|
|
|
{
|
|
|
|
proSpawnedEventData * event = new proSpawnedEventData;
|
|
|
|
event->fSpawner = GetKey();
|
|
|
|
event->fSpawnee = avatarKey;
|
|
|
|
fNotify->ClearEvents();
|
|
|
|
fNotify->AddEvent(event);
|
|
|
|
delete event; // fNotify->AddEvent makes a copy
|
|
|
|
int i = fNotify->GetEventCount();
|
|
|
|
fNotify->Ref(); // so we still hold onto it after it is delivered
|
|
|
|
fNotify->Send();
|
|
|
|
} else {
|
|
|
|
hsStatusMessage("NPC Spawner is spawning but there is no notify message to send.");
|
|
|
|
}
|
|
|
|
}
|