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Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
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128
Sources/Plasma/PubUtilLib/plAvatar/plSittingModifier.h
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128
Sources/Plasma/PubUtilLib/plAvatar/plSittingModifier.h
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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 plSittingModifier_inc
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#define plSittingModifier_inc
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// INCLUDES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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#include "../pnModifier/plSingleModifier.h" // base class
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#include "../pnKeyedobject/plKey.h" // for the notification keys
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#include "hsTemplates.h" // for the array they're kept in
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// DECLARATIONS
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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class plNotifyMsg;
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class plAvBrainGeneric;
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class plArmatureMod;
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// DEFINITIONS
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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class plSittingModifier : public plSingleModifier
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{
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public:
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enum
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{
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kApproachFront = 0x01,
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kApproachLeft = 0x02,
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kApproachRight = 0x04,
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kApproachRear = 0x08,
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kApproachMask = kApproachFront | kApproachLeft | kApproachRight | kApproachRear,
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kDisableForward = 0x10,
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};
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UInt8 fMiscFlags;
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plSittingModifier();
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plSittingModifier(bool hasFront, bool hasLeft, bool hasRight);
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virtual ~plSittingModifier();
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CLASSNAME_REGISTER( plSittingModifier );
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GETINTERFACE_ANY( plSittingModifier, plSingleModifier );
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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virtual hsBool MsgReceive(plMessage *msg);
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void AddNotifyKey(plKey key) { fNotifyKeys.Append(key); }
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virtual void Trigger(const plArmatureMod *avMod, plNotifyMsg *enterNotify, plNotifyMsg *exitNotify);
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virtual void UnTrigger();
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protected:
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/** We've been triggered: go ahead and send the seek and brain tasks to the
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triggering avatar. */
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hsBool IEmitCommand(plKey playerKey, plMessage *enterCallback, plMessage *exitCallback);
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/** Set up generic notification messages which were passed in by the responder /
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max authoring stuff. */
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void ISetupNotify(plNotifyMsg *notifyMsg, plNotifyMsg *originalNotify);
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/** Figure out which approach we should use to the sit target, and add the relevant
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stages to the brain. */
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plAvBrainGeneric * IBuildSitBrain(plKey avModKey, plKey seekKey,char **pAnimName, plNotifyMsg *enterNotify, plNotifyMsg *exitNotify);
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/** Unused. */
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) { return true; }
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/** An array of keys to objects that are interested in receiving our sit messages. */
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hsTArray<plKey> fNotifyKeys;
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/** The chair in question is in use. It will untrigger when the avatar leaves it. */
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//hsBool fTriggered;
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plKey fTriggeredAvatarKey;
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};
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#endif plSittingModifier_inc
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