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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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// singular
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#include "plOneShotMod.h"
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// local
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#include "plArmatureMod.h"
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#include "plAvatarMgr.h"
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// global
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#include "plgDispatch.h"
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// other
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#include "plMessage/plAvatarMsg.h"
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#include "plMessage/plOneShotMsg.h"
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#include "plMessage/plOneShotCallbacks.h"
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// CTOR()
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plOneShotMod::plOneShotMod()
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: fDrivable(false),
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fReversable(false),
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fSeekDuration(1.0f),
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fSmartSeek(false),
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fAnimName(nil),
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fNoSeek(false)
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{
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// this constructor is called from the loader.
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}
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// CTOR(char *)
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plOneShotMod::plOneShotMod(const char *animName,
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hsBool drivable,
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hsBool reversable,
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float seekDuration,
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hsBool smartSeek,
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hsBool noSeek)
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: fDrivable(drivable),
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fReversable(reversable),
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fSeekDuration(seekDuration),
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fSmartSeek((float)smartSeek),
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fNoSeek(noSeek)
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{
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fAnimName = hsStrcpy(animName);
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}
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// INIT
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void plOneShotMod::Init(const char *animName,
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hsBool drivable,
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hsBool reversable,
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float seekDuration,
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hsBool smartSeek,
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hsBool noSeek)
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{
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fAnimName = hsStrcpy(animName);
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fDrivable = drivable;
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fReversable = reversable;
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fSeekDuration = seekDuration;
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fSmartSeek = (float)smartSeek;
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fNoSeek = noSeek;
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}
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// DTOR()
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plOneShotMod::~plOneShotMod()
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{
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if(fAnimName) {
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delete[] fAnimName;
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fAnimName = nil;
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}
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}
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// MSGRECEIVE
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hsBool plOneShotMod::MsgReceive(plMessage* msg)
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{
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plOneShotMsg *oneShotMsg = plOneShotMsg::ConvertNoRef(msg);
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if (oneShotMsg)
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{
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// Send a one shot task request to the given target, which darn well better have an avatar modifier on it.
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plKey myKey = GetKey();
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plKey objKey = GetTarget(0)->GetKey();
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plKey avKey = oneShotMsg->fPlayerKey;
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hsAssert(avKey,"The avatar key is missing in the one shot!");
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if ( avKey )
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{
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plSceneObject *avObj = (plSceneObject *)avKey->ObjectIsLoaded();
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if(avObj)
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{
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const plArmatureMod *avMod = (plArmatureMod*)avObj->GetModifierByType(plArmatureMod::Index());
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if(avMod)
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{
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char *animName = avMod->MakeAnimationName(fAnimName);
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plAvOneShotMsg *avOSmsg = TRACKED_NEW plAvOneShotMsg(myKey, oneShotMsg->fPlayerKey, objKey,
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fSeekDuration, (hsBool)fSmartSeek, animName, fDrivable,
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fReversable);
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delete [] animName; // AvOneShotMsg constructor copies.
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avOSmsg->fNoSeek = fNoSeek;
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avOSmsg->SetBCastFlag(plMessage::kPropagateToModifiers);
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hsRefCnt_SafeRef(oneShotMsg->fCallbacks);
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avOSmsg->fCallbacks = oneShotMsg->fCallbacks;
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plgDispatch::MsgSend(avOSmsg);
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}
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}
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}
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return true;
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}
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return plMultiModifier::MsgReceive(msg);
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}
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// ADDTARGET
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// Here I am. Announce presence to the avatar registry.
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void plOneShotMod::AddTarget(plSceneObject* so)
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{
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plMultiModifier::AddTarget(so);
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plAvatarMgr::GetInstance()->AddOneShot(this);
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}
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void plOneShotMod::Read(hsStream *stream, hsResMgr *mgr)
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{
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plMultiModifier::Read(stream, mgr);
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// read in the name of the animation itself
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fAnimName = stream->ReadSafeString();
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fSeekDuration = stream->ReadLEScalar();
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fDrivable = stream->ReadBool();
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fReversable = stream->ReadBool();
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fSmartSeek = (float)stream->ReadBool();
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fNoSeek = stream->ReadBool();
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}
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void plOneShotMod::Write(hsStream *stream, hsResMgr *mgr)
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{
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plMultiModifier::Write(stream, mgr);
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stream->WriteSafeString(fAnimName);
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stream->WriteLEScalar(fSeekDuration);
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stream->WriteBool(fDrivable);
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stream->WriteBool(fReversable);
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stream->WriteBool((hsBool)fSmartSeek);
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stream->WriteBool(fNoSeek);
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}
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