/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
#ifndef plAvLadderMod_INC
#define plAvLadderMod_INC

#include "pnModifier/plSingleModifier.h"
#include "pnMessage/plMessage.h"
#include "hsGeometry3.h"

// has a detector region. when a local avatar enters that region,
// creates a ladder brain and applies it to the avatar with the relevant fields
class plAvLadderMod :  public plSingleModifier
{
public:
    plAvLadderMod();
    plAvLadderMod(bool goingUp, int type, int loops, bool enabled, hsVector3& ladderView);
    virtual ~plAvLadderMod() {};

    void EmitCommand(const plKey receiver);

    CLASSNAME_REGISTER( plAvLadderMod );
    GETINTERFACE_ANY( plAvLadderMod, plSingleModifier );
    
    // virtual void AddTarget(plSceneObject* so) {  SetTarget(so);  }
    virtual hsBool MsgReceive(plMessage* msg);

    virtual void Read(hsStream* stream, hsResMgr* mgr);
    virtual void Write(hsStream* stream, hsResMgr* mgr);
    
    bool GetGoingUp() const;
    void SetGoingUp(bool v);

    int GetLoops() const;
    void SetLoops(int v);

    int GetType() const;
    void SetType(int v);

    void SetEnabled(bool enabled) { fEnabled = enabled; }

protected:
    virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) {return true;}
    bool IIsReadyToClimb();
    void ITriggerSelf(plKey avKey);

    enum fTypeField
    {
        kBig,               // big ladders are built from a mount, N traverse loops, and a dismount
        kFourFeet,          // four-foot ladders are a one-shot
        kTwoFeet,           // two-foot (step)ladders are a one-shot
        kNumOfTypeFields,
    };

    bool fGoingUp;      // true means heading up; false means down      
    int fType;          // what type of ladder are we?
    int fLoops;         // if we're a big ladder, how many traverse loops do we need?
    hsVector3 fLadderView;
    bool fEnabled;
    bool fAvatarInBox;
    bool fAvatarMounting;   // True if the avatar is in the process of mounting the ladder.
                            // Don't try to trigger during this time.
};

#endif plAvLadderMod_INC