/*==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.
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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 .
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
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
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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licensors of this Program grant you additional
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
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*==LICENSE==*/
/** \file plAvatarMgr.h
Gathering place for global animations and miscellaneous avatar data.
Ideally this stuff will all be migrated into the resource manager. */
#ifndef PLAVATARMGR_INC
#define PLAVATARMGR_INC
#include "hsStlUtils.h"
#include "hsStlSortUtils.h"
#include "hsGeometry3.h"
#include "pnKeyedObject/hsKeyedObject.h"
#include "plMessage/plLoadAvatarMsg.h"
// This is still pretty much a hack, but it's a compartmentalized hack instead of the previous
// interwoven spaghetti hack.
class plSeekPointMod;
class plOneShotMod;
class plAGMasterMod;
class plArmatureMod;
class plSpawnModifier;
class plKey;
class plLoadAvatarMsg;
class plMaintainersMarkerModifier;
class plDniCoordinateInfo;
class plAvCoopMsg;
class plNotifyMsg;
class plCoopCoordinator;
class plLoadCloneMsg;
class plStatusLog;
/** \class plAvatarMgr
Gathering place for global animations and miscellaneous avatar data.
Ideally this stuff will all be migrated into the resource manager.
This class is 100% static and must be explictly cleared when
resetting the scene on shutdown or when rebuilding the scene for export.
*/
class plAvatarMgr : public hsKeyedObject
{
public:
typedef std::vector plArmatureModPtrVec;
enum AvatarTypeMask
{
Human = 1,
Player = 2
};
plAvatarMgr(); // can only be constructed by itself (singleton)
virtual ~plAvatarMgr();
CLASSNAME_REGISTER( plAvatarMgr );
GETINTERFACE_ANY( plAvatarMgr, hsKeyedObject );
// \{
/** Seek points are alignment points used for aligning
the avatar before playing a detail interaction animation.
These are registered by name here primarily for debugging
and ad-hoc scripting. In final releases, we'll be able to
do away with this bookeeping entirely. */
void AddSeekPoint(plSeekPointMod *seekpoint);
void RemoveSeekPoint(plSeekPointMod *seekpoint);
plSeekPointMod *FindSeekPoint(const plString &name);
// \}
// \{
/** One shots are registered here for debugging and ad-hoc
scripting only. */
void AddOneShot(plOneShotMod *oneshot);
void RemoveOneShot(plOneShotMod *oneshot);
plOneShotMod *FindOneShot(const plString &name);
// \}
plKey LoadPlayer(const char* name, const char *account);
plKey LoadPlayer(const char* name, const char *account, const char *linkName);
plKey LoadAvatar(const char *name, const char *accountName, bool isPlayer, plKey spawnPoint, plAvTask *initialTask, const char *userStr = nil);
/**
* Unload an avatar clone
*
* This unloads the clone of an avatar (remote player or NPC) from our local game.
* The avatar clone can be unloaded globally by setting netPropagate; however, this
* is highly discouraged.
*/
void UnLoadAvatar(const plKey& avKey, bool isPlayer, bool netPropagate=false) const;
/** send our (already loaded) local player to newly-associated clients - used when linking */
void PropagateLocalPlayer(int spawnPoint = -1);
/** Unload our local player on other machines because we're leaving this age.
The player will stay around on our local machine, though. */
bool UnPropagateLocalPlayer();
void UnLoadLocalPlayer();
void AddAvatar(plArmatureMod *avatar);
void RemoveAvatar(plArmatureMod *instance);
plArmatureMod *GetLocalAvatar();
plKey GetLocalAvatarKey();
static plArmatureMod *FindAvatar(plKey& avatarKey); // Key of the sceneObject
plArmatureMod *FindAvatarByPlayerID(uint32_t pid);
plArmatureMod *FindAvatarByModelName(char *name); // Probably only useful for custom NPCs. All players are
// either "Male" or "Female".
void FindAllAvatarsByModelName(const char* name, plArmatureModPtrVec& outVec);
plArmatureMod *GetFirstRemoteAvatar();
// \{
/** Spawn points are potential entry points for the
avatar. They're selected pretty randomly right now;
eventually they'll be selected by script based
on the book used to enter the scene. */
void AddSpawnPoint(plSpawnModifier *spawn);
void RemoveSpawnPoint(plSpawnModifier *spawn);
const plSpawnModifier *GetSpawnPoint(int index);
int NumSpawnPoints() { return fSpawnPoints.size(); }
int FindSpawnPoint( const char *name ) const;
// \}
static int WarpPlayerToAnother(bool iMove, uint32_t remoteID);
static int WarpPlayerToXYZ(float x, float y, float z);
static int WarpPlayerToXYZ(int pid, float x, float y, float z);
static plAvatarMgr *GetInstance();
static void ShutDown();
bool MsgReceive(plMessage *msg);
bool HandleCoopMsg(plAvCoopMsg *msg);
bool HandleNotifyMsg(plNotifyMsg *msg);
bool IPassMessageToActiveCoop(plMessage *msg, uint32_t id, uint16_t serial);
// similar to a spawn point, maintainers markers are used
// to generate your position in Dni coordinates
void AddMaintainersMarker(plMaintainersMarkerModifier *mm);
void RemoveMaintainersMarker(plMaintainersMarkerModifier *mm);
void PointToDniCoordinate(hsPoint3 pt, plDniCoordinateInfo* ret);
void GetDniCoordinate(plDniCoordinateInfo* ret);
static void OfferLinkingBook(plKey hostKey, plKey guestKey, plMessage *linkMsg, plKey replyKey);
bool IsACoopRunning();
plStatusLog *GetLog() { return fLog; }
protected:
/** Dump all internal data. */
void IReset();
/** Handle an incoming clone message; do any necessary post-processing
on the avatar. */
void IFinishLoadingAvatar(plLoadAvatarMsg *cloneMsg);
/** Handle an incoming clone message which holds an unload request.
*/
void IFinishUnloadingAvatar(plLoadAvatarMsg *cloneMsg);
/** When an armature modifier attached to the given scene object is loaded,
send it the given message.
We get notified when the avatar's scene object is loaded, but we also need to
set some information up for the avatar modifier when it comes in.
We'll get that notification via the AddAvatar call later. In this function
we're going to squirrel away an initialization message to pass to the armature
modifier when it arrives. */
void IDeferInit(plKey playerSOKey, plMessage *initMsg);
/** See if we have an avatar type message saved for the given avatar and send them. */
void ISendDeferredInit(plKey playerSOKey);
static plAvatarMgr* fInstance; // the single instance of the avatar manager
typedef std::map plSeekPointMap;
plSeekPointMap fSeekPoints;
typedef std::map plOneShotMap;
plOneShotMap fOneShots;
typedef std::map DeferredInits;
DeferredInits fDeferredInits;
// typedef std::map plAvatarMap;
typedef std::vector plAvatarVec;
plAvatarVec fAvatars;
typedef std::vector plSpawnVec;
plSpawnVec fSpawnPoints;
hsTArray fMaintainersMarkers;
// we're using a multimap, which is a map which allows multiple entries to
// share the same key. the key we use is the initiator's player id; in the vast
// majority of cases, there will only be one coop running for a given initiator's
// ID. By using a multimap, however, we can still handle a few different coops
// for the same user by just iterating from the first match forward until
// we run out of matches.
typedef std::multimap plCoopMap;
plCoopMap fActiveCoops;
hsTArray fCloneMsgQueue;
plStatusLog *fLog;
};
#endif // PLAVATARMGR_INC