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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 plClothingSDLModifier_inc
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#define plClothingSDLModifier_inc
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#include "plModifier/plSDLModifier.h"
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#include "hsColorRGBA.h"
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#include "hsTemplates.h"
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#include "hsTypes.h"
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//
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// This modifier is responsible for sending and recving
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// an avatar's clothing saveState.
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//
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class plClothingOutfit;
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class plClothingItem;
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class plClothingItemOptions;
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class plClosetItem;
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class plStateDataRecord;
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class plKey;
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class plClothingSDLModifier : public plSDLModifier
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{
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protected:
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plClothingOutfit* fClothingOutfit;
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void IPutCurrentStateIn(plStateDataRecord* dstState);
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void ISetCurrentStateFrom(const plStateDataRecord* srcState);
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UInt32 IApplyModFlags(UInt32 sendFlags) { return (sendFlags | plSynchedObject::kDontPersistOnServer | plSynchedObject::kIsAvatarState); }
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public:
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// var labels
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static char kStrItem[];
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static char kStrTint[];
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static char kStrTint2[];
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static char kStrWardrobe[];
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static char kStrSkinTint[];
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static char kStrFaceBlends[];
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static char kStrAppearance[];
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static char kStrClothingDescName[];
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static char kStrAppearanceDescName[];
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static char kStrLinkInAnim[];
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CLASSNAME_REGISTER( plClothingSDLModifier );
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GETINTERFACE_ANY( plClothingSDLModifier, plSDLModifier);
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plClothingSDLModifier();
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plClothingOutfit* GetClothingOutfit();
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void SetClothingOutfit(plClothingOutfit* c) { fClothingOutfit=c; }
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void PutCurrentStateIn(plStateDataRecord* dstState);
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const char* GetSDLName() const { return kSDLClothing; }
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static const char* GetClothingItemSDRName() { return kStrClothingDescName; }
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// Pass in a clothing outfit if you want to apply the clothing item. Pass in a closet item if you're just
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// looking to parse the SDL info.
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// Aw heck. Go crazy if you want and pass them BOTH in! Muahahaha!
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static void HandleSingleSDR(const plStateDataRecord *sdr, plClothingOutfit *clothing = nil, plClosetItem *closetItem = nil);
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static void PutSingleItemIntoSDR(plClosetItem *item, plStateDataRecord *sdr);
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static const plClothingSDLModifier *plClothingSDLModifier::FindClothingSDLModifier(const plSceneObject *obj);
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};
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#endif // plClothingSDLModifier_inc
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