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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 plRandomCommandMod_inc
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#define plRandomCommandMod_inc
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#include "pnModifier/plSingleModifier.h"
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#include "hsTemplates.h"
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class plRandomCommandMod : public plSingleModifier
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{
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public:
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enum {
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kNormal = 0x0, // randomly select the next
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kNoRepeats = 0x1, // random, but no cmd twice in a row
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kCoverall = 0x2, // random, but no cmd played twice till all cmds played
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kOneCycle = 0x4, // after playing through all cmds, stop
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kOneCmd = 0x8, // after playing a random cmd, stop until started again.
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kDelayFromEnd = 0x10,
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kSequential = 0x20
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};
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enum {
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kStopped = 0x1
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};
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protected:
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// These are only lightly synched, the only synched state is whether
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// they are currently active.
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UInt8 fState;
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hsBitVector fExcluded;
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Int8 fCurrent;
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UInt8 fMode; // static, if it becomes dynamic, move to SynchedValue
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hsTArray<double> fEndTimes;
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hsScalar fMinDelay;
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hsScalar fMaxDelay;
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void IStart();
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virtual void IStop();
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hsBool IStopped() const;
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void IRetry(hsScalar secs);
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virtual void IPlayNextIfMaster();
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void IReset();
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hsScalar IGetDelay(hsScalar len) const;
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int IExcludeSelections(int ncmds);
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hsBool ISelectNext(int nAnim); // return false if we should stop, else set fCurrent to next index
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// Once fCurrent is set to the next animation index to play,
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// IPlayNext() does whatever it takes to actually play it.
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virtual void IPlayNext() = 0;
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// We only act in response to messages.
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) { return false; }
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public:
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plRandomCommandMod();
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~plRandomCommandMod();
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CLASSNAME_REGISTER( plRandomCommandMod );
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GETINTERFACE_ANY( plRandomCommandMod, plSingleModifier );
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virtual hsBool MsgReceive(plMessage* pMsg);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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// Export only
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void SetMode(UInt8 m) { fMode = m; }
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UInt8 GetMode() const { return fMode; }
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void SetState(UInt8 s) { fState = s; }
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UInt8 GetState() const { return fState; }
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void SetMinDelay(hsScalar f) { fMinDelay = f; }
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hsScalar GetMinDelay() const { return fMinDelay; }
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void SetMaxDelay(hsScalar f) { fMaxDelay = f; }
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hsScalar GetMaxDelay() const { return fMaxDelay; }
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};
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#endif // plRandomCommandMod_inc
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