/*==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 .
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 cyAvatar_h
#define cyAvatar_h
/////////////////////////////////////////////////////////////////////////////
//
// NAME: cyAvatar
//
// PURPOSE: Class wrapper to map animation functions to plasma2 message
//
#include "hsStlUtils.h"
#include "hsTemplates.h"
#include "hsBitVector.h"
#include "../pnKeyedObject/plKey.h"
#include
#include "pyGlueHelpers.h"
class plKey;
class pyKey;
class pySceneObject;
class pyColor;
class plMipmap;
class plClothingItem;
class plArmatureMod;
class plMorphSequence;
class cyAvatar
{
protected:
plKey fSender;
hsTArray fRecvr;
hsBool fNetForce;
virtual const plArmatureMod* IFindArmatureMod(plKey avObj);
virtual plKey IFindArmatureModKey(plKey avObj);
// XX static bool IEnterGenericMode(const char *enterAnim, const char *idleAnim, const char *exitAnim, bool autoExit);
// XX static bool IExitTopmostGenericMode();
protected:
cyAvatar() {}
cyAvatar(plKey sender,plKey recvr=nil);
public:
// required functions for PyObject interoperability
PYTHON_CLASS_NEW_FRIEND(ptAvatar);
PYTHON_CLASS_NEW_DEFINITION;
static PyObject* New(PyObject* sender, PyObject* recvr = nil);
PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a cyAvatar object
PYTHON_CLASS_CONVERT_FROM_DEFINITION(cyAvatar); // converts a PyObject to a cyAvatar (throws error if not correct type)
static void AddPlasmaClasses(PyObject *m);
static void AddPlasmaMethods(std::vector &methods);
static void AddPlasmaConstantsClasses(PyObject *m);
// setters
void SetSender(plKey &sender);
void AddRecvr(plKey &recvr);
virtual void SetNetForce(hsBool state);
// oneShot Avatar (must already be there)
virtual void OneShot(pyKey &seekKey, float duration, hsBool usePhysics,
const char *animName, hsBool drivable, hsBool reversible);
// oneShot Avatar
virtual void RunBehavior(pyKey &behKey, hsBool netForce, hsBool netProp);
virtual void RunBehaviorAndReply(pyKey& behKey, pyKey& replyKey, hsBool netForce, hsBool netProp);
// for the multistage behaviors
virtual void NextStage(pyKey &behKey, hsScalar transTime, hsBool setTime, hsScalar newTime,
hsBool setDirection, bool isForward, hsBool netForce);
virtual void PreviousStage(pyKey &behKey, hsScalar transTime, hsBool setTime, hsScalar newTime,
hsBool setDirection, bool isForward, hsBool netForce);
virtual void GoToStage(pyKey &behKey, Int32 stage, hsScalar transTime, hsBool setTime, hsScalar newTime,
hsBool setDirection, bool isForward, hsBool netForce);
// static behavior functions:
static void SetLoopCount(pyKey &behKey, Int32 stage, Int32 loopCount, hsBool netForce);
virtual void SetSenderKey(pyKey &pKey);
// seek Avatar (must already be there)
//virtual void Seek(pyKey &seekKey, float duration, hsBool usePhysics);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetAvatarClothingGroup
// PARAMETERS :
//
// PURPOSE : Return what clothing group the avatar is in
//
virtual Int32 GetAvatarClothingGroup();
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetEntireClothingList
// PARAMETERS :
//
// PURPOSE : Return a list of the wearable items for this avatar of that clothing_type
//
virtual std::vector GetEntireClothingList(Int32 clothing_type);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetClosetClothingList
// PARAMETERS :
//
// PURPOSE : Return a list of the wearable items for this avatar of that clothing_type
//
virtual std::vector GetClosetClothingList(Int32 clothing_type);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetAvatarClothingList
// PARAMETERS :
//
// PURPOSE : Return a list of items being worn by this avatar
//
virtual std::vector GetAvatarClothingList();
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetWardrobeClothingList
// PARAMETERS :
//
// PURPOSE : Return a list of items that are in the avatars closet
//
virtual std::vector GetWardrobeClothingList();
/////////////////////////////////////////////////////////////////////////////
//
// Function : AddWardrobeClothingItem
// PARAMETERS : clothing_name - the name of the clothing item to add to your wardrobe
// : tint1 - layer one color
// : tint2 - layer two color
//
// PURPOSE : To add a clothing item to the avatar's wardrobe (closet)
//
virtual void AddWardrobeClothingItem(const char* clothing_name,pyColor& tint1,pyColor& tint2);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetUniqueMeshList
// PARAMETERS : clothing_type - the type of clothing to get
//
// PURPOSE : Return a list of unique clothing items (each has a different mesh)
// : that belong to the specific type
//
virtual std::vector GetUniqueMeshList(Int32 clothing_type);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetAllWithSameMesh
// PARAMETERS : clothing_name - the name of the mesh to get the textures of
//
// PURPOSE : Return a list of clothing items that have the same mesh as
// : the item passed in
//
virtual std::vector GetAllWithSameMesh(const char* clothing_name);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetMatchingClothingItem
// PARAMETERS :
//
// PURPOSE : Return the clothing item that matches this one
//
virtual PyObject* GetMatchingClothingItem(const char* clothing_name);
/////////////////////////////////////////////////////////////////////////////
//
// Function : WearClothingItem
// PARAMETERS :
//
// PURPOSE : Wear a particular piece of clothing based on name of clothing item
// : returns 0, if clothing item was not found
//
virtual hsBool WearClothingItem(const char* clothing_name);
/////////////////////////////////////////////////////////////////////////////
//
// Function : RemoveClothingItem
// PARAMETERS :
//
// PURPOSE : Remove (take off) a particular piece of clothing based on name of clothing item
// : returns 0, if clothing item was not found
//
virtual hsBool RemoveClothingItem(const char* clothing_name);
/////////////////////////////////////////////////////////////////////////////
//
// Function : TintClothingItem
// PARAMETERS :
//
// PURPOSE : Tint a clothing item, i.e. change the color of it
//
virtual hsBool TintClothingItem(const char* clothing_name, pyColor& tint);
/////////////////////////////////////////////////////////////////////////////
//
// Function : TintClothingItemLayer
// PARAMETERS : clothing_name - name of the clothing item to change the color of
// : tint - what color to change it to
// : layer - which layer to change (1 or 2)
//
// PURPOSE : Tint a clothing item, i.e. change the color of it
//
virtual hsBool TintClothingItemLayer(const char* clothing_name, pyColor& tint, UInt8 layer);
/////////////////////////////////////////////////////////////////////////////
//
// Function : WearClothingItem
// PARAMETERS :
//
// PURPOSE : Wear a particular piece of clothing based on name of clothing item
// : returns 0, if clothing item was not found
//
virtual hsBool WearClothingItemU(const char* clothing_name, hsBool update);
/////////////////////////////////////////////////////////////////////////////
//
// Function : RemoveClothingItem
// PARAMETERS :
//
// PURPOSE : Remove (take off) a particular piece of clothing based on name of clothing item
// : returns 0, if clothing item was not found
//
virtual hsBool RemoveClothingItemU(const char* clothing_name, hsBool update);
/////////////////////////////////////////////////////////////////////////////
//
// Function : TintClothingItem
// PARAMETERS :
//
// PURPOSE : Tint a clothing item, i.e. change the color of it
//
virtual hsBool TintClothingItemU(const char* clothing_name, pyColor& tint, hsBool update);
/////////////////////////////////////////////////////////////////////////////
//
// Function : TintClothingItemLayer
// PARAMETERS : clothing_name - name of the clothing item to change the color of
// : tint - what color to change it to
// : whatpart - which layer to change (1 or 2)
//
// PURPOSE : Tint a clothing item, i.e. change the color of it
//
virtual hsBool TintClothingItemLayerU(const char* clothing_name, pyColor& tint, UInt8 layer, hsBool update);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetClothingItemParameterString
// PARAMETERS :
//
// PURPOSE : Get the custom parameter string for a clothing item
//
virtual const char* GetClothingItemParameterString(const char* clothing_name);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetTintClothingItem
// PARAMETERS :
//
// PURPOSE : Get the tint a clothing item, i.e. change the color of it
//
virtual PyObject* GetTintClothingItem(const char* clothing_name);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetTintClothingItem
// PARAMETERS :
//
// PURPOSE : Get the tint a clothing item, i.e. change the color of it
//
virtual PyObject* GetTintClothingItemL(const char* clothing_name, UInt8 layer);
/////////////////////////////////////////////////////////////////////////////
//
// Function : TintSkin
// PARAMETERS :
//
// PURPOSE : Tint the skin of the player's avatar
//
virtual void TintSkin(pyColor& tint);
/////////////////////////////////////////////////////////////////////////////
//
// Function : TintSkinU
// PARAMETERS :
//
// PURPOSE : Tint the skin of the player's avatar with optional update flag
//
virtual void TintSkinU(pyColor& tint, hsBool update);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetTintSkin
// PARAMETERS :
//
// PURPOSE : Get the tint of the skin of the player's avatar
//
virtual PyObject* GetTintSkin();
virtual plMorphSequence* LocalMorphSequence();
/////////////////////////////////////////////////////////////////////////////
//
// Function : SetMorph
// PARAMETERS : clothing_name - the name of the clothing to morph
// : layer - the layer to affect
// : value - what the new value should be (clipped between -1 and 1)
//
// PURPOSE : Set the morph value of a specific layer of clothing
//
virtual void SetMorph(const char* clothing_name, UInt8 layer, float value);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetMorph
// PARAMETERS : clothing_name - the name of the clothing to get the vaule from
// : layer - the layer to get the value from
//
// PURPOSE : Returns the current morph value of the specific layer of clothing
//
virtual float GetMorph(const char* clothing_name, UInt8 layer);
/////////////////////////////////////////////////////////////////////////////
//
// Function : SetSkinBlend
// PARAMETERS : layer - the layer to affect
// : value - what the new value should be (clipped between 0 and 1)
//
// PURPOSE : Set the skin blend for the specified layer
//
virtual void SetSkinBlend(UInt8 layer, float value);
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetSkinBlend
// PARAMETERS : layer - the layer to get the blend for
//
// PURPOSE : Returns the current layer's skin blend
//
virtual float GetSkinBlend(UInt8 layer);
/////////////////////////////////////////////////////////////////////////////
//
// Function : SaveClothing
// PARAMETERS :
//
// PURPOSE : Saves the current clothing to the vault (including morphs)
//
virtual void SaveClothing();
/////////////////////////////////////////////////////////////////////////////
//
// Function : EnterSubWorld
// PARAMETERS : object - a sceneobject that is in the subworld
//
// PURPOSE : Place the Avatar into the subworld of the sceneobject specified
//
virtual void EnterSubWorld(pySceneObject& object);
/////////////////////////////////////////////////////////////////////////////
//
// Function : ExitSubWorld
// PARAMETERS : (none)
//
// PURPOSE : Exit the avatar from the subworld, back into the ... world
//
virtual void ExitSubWorld();
virtual void PlaySimpleAnimation(const char* animName);
/////////////////////////////////////////////////////////////////////////////
//
// Function : ChangeAvatar
// PARAMETERS : gender name - is a string of the name of the gender to go to
//
// PURPOSE : Change the local avatar's gender.
//
// Valid genders:
// Male
// Female
//
static void ChangeAvatar(const char* genderName);
/////////////////////////////////////////////////////////////////////////////
//
// Function : ChangePlayerName
// PARAMETERS : name - is a string of the new name for the player
//
// PURPOSE : Change the local player's avatar name
//
static void ChangePlayerName(const char* playerName);
/////////////////////////////////////////////////////////////////////////////
//
// Function : Emote
// PARAMETERS : emoteName - name of the emote to play on the avatar
//
// PURPOSE : plays an emote on the local avatar (net propagated)
//
static bool Emote(const char* emoteName);
/////////////////////////////////////////////////////////////////////////////
//
// Function : Sit
// PARAMETERS : none
//
// PURPOSE : Makes the avatar sit down on the ground where they are.
// The avatar will automatically stand when the user tries to move.
//
static bool Sit();
/////////////////////////////////////////////////////////////////////////////
//
// Function : EnterKiMode
// PARAMETERS : none
//
// PURPOSE : Makes the avatar appear to be using the ki.
//
static bool EnterKiMode();
/////////////////////////////////////////////////////////////////////////////
//
// Function : ExitKiMode
// PARAMETERS : none
//
// PURPOSE : Makes the avatar stop appearing to use the ki.
// May cause problems if EnterKiMode() was not called earlier.
//
static bool ExitKiMode();
/////////////////////////////////////////////////////////////////////////////
//
// Function : EnterAFKMode
// PARAMETERS : none
//
// PURPOSE : Tell the avatar to enter the AFK mode (sitting, head down)
//
static bool EnterAFKMode();
/////////////////////////////////////////////////////////////////////////////
//
// Function : ExitKiMode
// PARAMETERS : none
//
// PURPOSE : Tell the avatar to exit the AFK mode
// May cause problems if EnterKiMode() was not called earlier.
//
static bool ExitAFKMode();
/////////////////////////////////////////////////////////////////////////////
//
// Function : EnterPBMode
// PARAMETERS : none
//
// PURPOSE : Enter the personal book mode...stay until further notice.
//
static bool cyAvatar::EnterPBMode();
/////////////////////////////////////////////////////////////////////////////
//
// Function : ExitPBMode
// PARAMETERS : none
//
// PURPOSE : Leave the personal book mode. Currently leaves any mode; will become
// : more specific in future version
//
static bool cyAvatar::ExitPBMode();
/////////////////////////////////////////////////////////////////////////////
//
// Function : GetCurrentMode()
// PARAMETERS : none
//
// PURPOSE : Leave the personal book mode. Currently leaves any mode; will become
// : more specific in future version
//
int GetCurrentMode();
/////////////////////////////////////////////////////////////////////////////
//
// Function : (En/Dis)ableMovementControls()
// PARAMETERS : none
//
// PURPOSE : Suspend input on the local avatar
//
static void EnableMovementControls();
static void DisableMovementControls();
static void EnableMouseMovement();
static void DisableMouseMovement();
static void EnableAvatarJump();
static void DisableAvatarJump();
static void EnableForwardMovement();
static void DisableForwardMovement();
static bool LocalAvatarRunKeyDown();
static bool LocalAvatarIsMoving();
static void SetMouseTurnSensitivity(hsScalar val);
static hsScalar GetMouseTurnSensitivity();
static void SpawnNext();
/////////////////////////////////////////////////////////////////////////////
//
// Function : RegisterForBehaviorNotify()
// PARAMETERS : none
//
// PURPOSE : To register for notifies from the avatar for any kind of behavior notify
//
void RegisterForBehaviorNotify(pyKey &selfKey);
/////////////////////////////////////////////////////////////////////////////
//
// Function : UnRegisterForBehaviorNotify()
// PARAMETERS : none
//
// PURPOSE : To remove the registeration for notifies from the avatar
//
void UnRegisterForBehaviorNotify(pyKey &selfKey);
static hsBool IsCurrentBrainHuman();
};
#endif // cyAvatar_h