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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
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Change all CRLF-text files to LF-text files
to match H'uru for patching
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@ -1,126 +1,126 @@
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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 _pyCritterBrain_h_
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#define _pyCritterBrain_h_
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#include <python.h>
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#include "pyGlueHelpers.h"
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#include "pyKey.h"
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#include <string>
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#include "hsGeometry3.h"
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class plAvBrainCritter;
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// simply here so we can pass our message types on to python
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class pyAIMsg
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{
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public:
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static void AddPlasmaConstantsClasses(PyObject *m);
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};
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// python glue class for the critter brain
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class pyCritterBrain
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{
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private:
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plAvBrainCritter* fBrain;
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protected:
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pyCritterBrain();
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public:
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptCritterBrain);
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static PyObject* New(plAvBrainCritter* brain);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyCritterBrain object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyCritterBrain); // converts a PyObject to a pyCritterBrain (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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hsBool operator==(const pyCritterBrain& other) const;
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hsBool operator!=(const pyCritterBrain& other) const {return !(*this == other);}
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void AddReceiver(pyKey& newReceiver);
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void RemoveReceiver(pyKey& oldReceiver);
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void LocallyControlled(bool local);
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bool LocallyControlled() const;
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void AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop = true, bool randomStartPos = true,
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float fadeInLen = 2.f, float fadeOutLen = 2.f);
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void StartBehavior(const std::string& behaviorName, bool fade = true);
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bool RunningBehavior(const std::string& behaviorName) const;
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std::string BehaviorName(int behavior) const;
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std::string AnimationName(int behavior) const;
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int CurBehavior() const;
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int NextBehavior() const;
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std::string IdleBehaviorName() const;
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std::string RunBehaviorName() const;
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void GoToGoal(hsPoint3 newGoal, bool avoidingAvatars = false);
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PyObject* CurrentGoal() const; // returns ptPoint3
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bool AvoidingAvatars() const;
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bool AtGoal() const;
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void StopDistance(hsScalar stopDistance);
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hsScalar StopDistance() const;
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void SightCone(hsScalar coneRad);
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hsScalar SightCone() const;
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void SightDistance(hsScalar sightDis);
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hsScalar SightDistance() const;
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void HearingDistance(hsScalar hearDis);
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hsScalar HearingDistance() const;
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bool CanSeeAvatar(unsigned long id) const;
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bool CanHearAvatar(unsigned long id) const;
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PyObject* PlayersICanSee() const; // returns list of unsigned longs
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PyObject* PlayersICanHear() const; // returns list of unsigned longs
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PyObject* VectorToPlayer(unsigned long id) const; // returns ptVector3
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};
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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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|
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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,
|
||||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||||
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,
|
||||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
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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
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work.
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|
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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 _pyCritterBrain_h_
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#define _pyCritterBrain_h_
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#include <python.h>
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#include "pyGlueHelpers.h"
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#include "pyKey.h"
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#include <string>
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#include "hsGeometry3.h"
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class plAvBrainCritter;
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// simply here so we can pass our message types on to python
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class pyAIMsg
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{
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public:
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static void AddPlasmaConstantsClasses(PyObject *m);
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};
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// python glue class for the critter brain
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class pyCritterBrain
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{
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private:
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plAvBrainCritter* fBrain;
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protected:
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pyCritterBrain();
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public:
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptCritterBrain);
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static PyObject* New(plAvBrainCritter* brain);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyCritterBrain object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyCritterBrain); // converts a PyObject to a pyCritterBrain (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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hsBool operator==(const pyCritterBrain& other) const;
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hsBool operator!=(const pyCritterBrain& other) const {return !(*this == other);}
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void AddReceiver(pyKey& newReceiver);
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void RemoveReceiver(pyKey& oldReceiver);
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void LocallyControlled(bool local);
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bool LocallyControlled() const;
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void AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop = true, bool randomStartPos = true,
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float fadeInLen = 2.f, float fadeOutLen = 2.f);
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void StartBehavior(const std::string& behaviorName, bool fade = true);
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bool RunningBehavior(const std::string& behaviorName) const;
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std::string BehaviorName(int behavior) const;
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std::string AnimationName(int behavior) const;
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int CurBehavior() const;
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int NextBehavior() const;
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std::string IdleBehaviorName() const;
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std::string RunBehaviorName() const;
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void GoToGoal(hsPoint3 newGoal, bool avoidingAvatars = false);
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PyObject* CurrentGoal() const; // returns ptPoint3
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bool AvoidingAvatars() const;
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bool AtGoal() const;
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void StopDistance(hsScalar stopDistance);
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hsScalar StopDistance() const;
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void SightCone(hsScalar coneRad);
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hsScalar SightCone() const;
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void SightDistance(hsScalar sightDis);
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hsScalar SightDistance() const;
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void HearingDistance(hsScalar hearDis);
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hsScalar HearingDistance() const;
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bool CanSeeAvatar(unsigned long id) const;
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bool CanHearAvatar(unsigned long id) const;
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PyObject* PlayersICanSee() const; // returns list of unsigned longs
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PyObject* PlayersICanHear() const; // returns list of unsigned longs
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PyObject* VectorToPlayer(unsigned long id) const; // returns ptVector3
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};
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#endif // _pyCritterBrain_h_
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