/*==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 . 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, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the 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 work. 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 NO_AV_MSGS #ifndef plAvatarMsg_inc #define plAvatarMsg_inc #include "../pnMessage/plMessage.h" #include "hsBitVector.h" #include "../plAvatar/plArmatureMod.h" #include "../pnMessage/plEventCallbackMsg.h" class plSceneObject; class hsStream; class hsResMgr; class plAvTask; class plKey; class plArmatureMod; class plArmatureBrain; /** \Class plAvatarMsg Abstract base class for messages to and from the avatar. */ class plAvatarMsg : public plMessage { public: // tors plAvatarMsg(); plAvatarMsg(const plKey &sender, const plKey &receiver); // plasma protocol CLASSNAME_REGISTER( plAvatarMsg ); GETINTERFACE_ANY( plAvatarMsg, plMessage ); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); }; /** \Class plArmatureUpdateMsg Sent every frame by all armatures. Currently only sent by humans, mainly because currently that's all we have. Non-humans may send less often. */ class plArmatureUpdateMsg : public plAvatarMsg { public: plArmatureUpdateMsg(); plArmatureUpdateMsg(const plKey &sender, hsBool isLocal, hsBool isPlayerControlled, plArmatureMod *armature); /** The avatar that sent this message is the local avatar for this client. */ hsBool IsLocal() const; void SetIsLocal(hsBool on) { fIsLocal = on; } /** The avatar that sent this message is controlled by a human being -- although not necessarily a local human being. */ hsBool IsPlayerControlled() const; void SetIsPlayerControlled(hsBool on) { fIsPlayerControlled = on; } hsBool IsInvis() const; void SetInvis(hsBool val) { fIsInvis = val; } // plasma protocol CLASSNAME_REGISTER( plArmatureUpdateMsg ); GETINTERFACE_ANY( plArmatureUpdateMsg, plAvatarMsg ); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); plArmatureMod * fArmature; // the armature that sent this message // valid during the message's lifetime protected: // these will probably change to enums + bitmasks .. don't count on the representation hsBool fIsLocal; hsBool fIsPlayerControlled; hsBool fIsInvis; // Avatar is invis. Don't update visable effects. }; // use this to turn an npc into a player and vice-versa class plAvatarSetTypeMsg : public plAvatarMsg { public: plAvatarSetTypeMsg(); plAvatarSetTypeMsg(const plKey &sender, const plKey &receiver); // theoretically we will someday achieve a broader taxonomy void SetIsPlayer(bool is); bool IsPlayer(); CLASSNAME_REGISTER(plAvatarSetTypeMsg); GETINTERFACE_ANY(plAvatarSetTypeMsg, plAvatarMsg); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); private: bool fIsPlayer; }; /** PLAVTASKMSG An abstract message class for Avatar Tasks -- things which may have multiple steps and which may be conducted over an extended period of time. There is currently no provision for tasks which may be executed in parallel. Activities which are parallelizable are handled by Behaviors */ class plAvTaskMsg : public plAvatarMsg { public: // tors plAvTaskMsg(); plAvTaskMsg(const plKey &sender, const plKey &receiver); plAvTaskMsg(const plKey &sender, const plKey &receiver, plAvTask *task); plAvTask *GetTask(); // plasma protocol CLASSNAME_REGISTER( plAvTaskMsg ); GETINTERFACE_ANY( plAvTaskMsg, plAvatarMsg ); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); private: plAvTask *fTask; }; /** \Class plAvSeekMsg Tell the avatar to go to a specific location and assume a specific orientation. If smartSeek is true, the avatar will walk to the given spot. otherwise they will float magically through all intervening air and geometry. Duration is only meaningful for the latter case, when the avatar is floating - it determines the speed of float (i.e. reach the particular destination in this amount of time, regardless of distance.) Smartseek is definitely the preferred method; dumb seek is there for when the level geometry hasn't been quite worked out. */ class plAvSeekMsg : public plAvTaskMsg { public: enum { kSeekFlagUnForce3rdPersonOnFinish = 0x01, kSeekFlagForce3rdPersonOnStart = 0x02, kSeekFlagNoWarpOnTimeout = 0x04, kSeekFlagRotationOnly = 0x08, }; // tors plAvSeekMsg(); plAvSeekMsg(const plKey& sender, const plKey& receiver, const plKey &seekKey, float duration, hsBool smartSeek, plAvAlignment align = kAlignHandle, char *animName = nil, hsBool noSeek = false, UInt8 flags = kSeekFlagForce3rdPersonOnStart, plKey finishKey = nil); // plasma protocol CLASSNAME_REGISTER( plAvSeekMsg ); GETINTERFACE_ANY( plAvSeekMsg, plAvTaskMsg ); hsBool Force3rdPersonOnStart(); hsBool UnForce3rdPersonOnFinish(); hsBool NoWarpOnTimeout(); hsBool RotationOnly(); plKey GetFinishCallbackKey() { return fFinishKey; } virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); // public members plKey fSeekPoint; // the key to the seekpoint we are going to find hsPoint3 fTargetPos; // Or we specify the point/lookat explicitly hsPoint3 fTargetLookAt; float fDuration; // take this much time to do the move (only if smartSeek is false) hsBool fSmartSeek; // seek by walking rather than floating hsBool fNoSeek; char *fAnimName; plAvAlignment fAlignType; UInt8 fFlags; plKey fFinishKey; }; class plAvTaskSeekDoneMsg : public plAvatarMsg { public: hsBool fAborted; plAvTaskSeekDoneMsg() : plAvatarMsg(), fAborted(false) {} plAvTaskSeekDoneMsg(const plKey &sender, const plKey &receiver) : plAvatarMsg(sender, receiver), fAborted(false) {} // plasma protocol CLASSNAME_REGISTER( plAvTaskSeekDoneMsg ); GETINTERFACE_ANY( plAvTaskSeekDoneMsg, plAvatarMsg ); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); }; class plOneShotCallbacks; /** \Class plAvOneShotMsg */ class plAvOneShotMsg : public plAvSeekMsg { public: // tors plAvOneShotMsg(); virtual ~plAvOneShotMsg(); plAvOneShotMsg(const plKey &sender, const plKey& receiver, const plKey& seekKey, float duration, hsBool fSmartSeek, const char *animName, hsBool drivable, hsBool reversible); // plasma protocol CLASSNAME_REGISTER( plAvOneShotMsg ); GETINTERFACE_ANY( plAvOneShotMsg, plAvSeekMsg ); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); // public members char * fAnimName; // the name of the animation we're going to use hsBool fDrivable; // are we animated by time or by mouse movement? hsBool fReversible; // can we play backwards? plOneShotCallbacks *fCallbacks; // Callbacks given to us by a one-shot modifier // we share it, so release with UnRef }; //////////////// // // PLAVBRAINGENERICMSG // //////////////// class plAvBrainGenericMsg : public plAvatarMsg { public: // have to do members first for recursive definition // don't bother with encapsulation enum Type { kNextStage, kPrevStage, kGotoStage, kSetLoopCount } fType; int fWhichStage; // used only by goto stage hsScalar fTransitionTime; // for crossfade between stages hsBool fSetTime; hsScalar fNewTime; hsBool fSetDirection; hsBool fNewDirection; int fNewLoopCount; // tors plAvBrainGenericMsg(); //! Older constructor version, allowing simple rewinding only plAvBrainGenericMsg(const plKey& sender, const plKey &receiver, Type type, int stage, hsBool rewind, hsScalar transitionTime); /** Canonical constructor, allowing full control over time and direction of new stage. \param sender Message sender \param reciever Message receiver \param type The "verb" for the command - next stage, previous stage, goto stage \param stage The stage we're going to, if this is a goto command \param setTime Do we want to manually set the time on the target stage? \param newTime If setTime is true, this is the TRACKED_NEW (local) time used in the target stage \param setDirection Do we want to set the overall brain direction? \param isForward If setDirection is true, then true = forward, false = backward \param transitionTime Time in seconds to transition between stages. */ plAvBrainGenericMsg(const plKey& sender, const plKey &receiver, Type type, int stage, hsBool setTime, hsScalar newTime, hsBool setDirection, bool isForward, hsScalar transitiontime); /** Constructor for setting the loop count in a particular stage. \param sender The sender of this message. \param receiver. The (key to the) avatar brain this message is going to. \param type Must be kSetLoopCount \param stage Which stage are we setting the loop count for? \param newLoopCount The loop count we are setting on the stage */ plAvBrainGenericMsg::plAvBrainGenericMsg(plKey sender, plKey receiver, Type type, int stage, int newLoopCount); // plasma protocol CLASSNAME_REGISTER( plAvBrainGenericMsg ); GETINTERFACE_ANY( plAvBrainGenericMsg, plAvatarMsg ); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); // WriteVersion writes the current version of this creatable and ReadVersion will read in // any previous version. virtual void ReadVersion(hsStream* s, hsResMgr* mgr); virtual void WriteVersion(hsStream* s, hsResMgr* mgr); }; /////////////////// // // PLAVPUSHBRAINMSG // /////////////////// #ifndef SERVER class plAvPushBrainMsg : public plAvTaskMsg { public: // tors plAvPushBrainMsg(); plAvPushBrainMsg(const plKey& sender, const plKey &receiver, plArmatureBrain *brain); ~plAvPushBrainMsg(); CLASSNAME_REGISTER( plAvPushBrainMsg ); GETINTERFACE_ANY( plAvPushBrainMsg, plAvTaskMsg); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); plArmatureBrain *fBrain; }; ////////////////// // // PLAVPOPBRAINMSG // ////////////////// class plAvPopBrainMsg : public plAvTaskMsg { public: // tors plAvPopBrainMsg(); plAvPopBrainMsg(const plKey &sender, const plKey &receiver); CLASSNAME_REGISTER( plAvPopBrainMsg ); GETINTERFACE_ANY( plAvPopBrainMsg, plAvTaskMsg); }; #endif // SERVER // For entering/exiting "stealth mode" class plAvatarStealthModeMsg : public plAvatarMsg { public: plAvatarStealthModeMsg(); ~plAvatarStealthModeMsg(); // modes enum { kStealthVisible, kStealthCloaked, kStealthCloakedButSeen, }; UInt8 fMode; int fLevel; // you are invisible to other players/CCRs of lower level CLASSNAME_REGISTER(plAvatarStealthModeMsg); GETINTERFACE_ANY(plAvatarStealthModeMsg, plAvatarMsg); virtual void Read(hsStream *stream, hsResMgr *mgr); virtual void Write(hsStream *stream, hsResMgr *mgr); }; class plAvatarBehaviorNotifyMsg : public plMessage { public: UInt32 fType; hsBool state; plAvatarBehaviorNotifyMsg() : fType(0),state(false) {} CLASSNAME_REGISTER( plAvatarBehaviorNotifyMsg ); GETINTERFACE_ANY( plAvatarBehaviorNotifyMsg, plMessage ); // Local Only virtual void Read(hsStream *stream, hsResMgr *mgr) {} virtual void Write(hsStream *stream, hsResMgr *mgr) {} }; class plAvatarOpacityCallbackMsg : public plEventCallbackMsg { public: plAvatarOpacityCallbackMsg() : plEventCallbackMsg() {} plAvatarOpacityCallbackMsg(plKey receiver, CallbackEvent e, int idx=0, hsScalar t=0, Int16 repeats=-1, UInt16 user=0) : plEventCallbackMsg(receiver, e, idx, t, repeats, user) {} CLASSNAME_REGISTER( plAvatarOpacityCallbackMsg ); GETINTERFACE_ANY( plAvatarOpacityCallbackMsg, plEventCallbackMsg ); // These aren't meant to go across the net, so no IO necessary. void Read(hsStream* stream, hsResMgr* mgr) {} void Write(hsStream* stream, hsResMgr* mgr) {} }; class plAvatarSpawnNotifyMsg : public plMessage { public: plArmatureMod *fAvMod; plAvatarSpawnNotifyMsg() : fAvMod(nil) {} CLASSNAME_REGISTER( plAvatarSpawnNotifyMsg ); GETINTERFACE_ANY( plAvatarSpawnNotifyMsg, plMessage ); // Local Only virtual void Read(hsStream *stream, hsResMgr *mgr) {} virtual void Write(hsStream *stream, hsResMgr *mgr) {} }; class plAvatarPhysicsEnableCallbackMsg : public plEventCallbackMsg { public: plAvatarPhysicsEnableCallbackMsg() : plEventCallbackMsg() {} plAvatarPhysicsEnableCallbackMsg(plKey receiver, CallbackEvent e, int idx=0, hsScalar t=0, Int16 repeats=-1, UInt16 user=0) : plEventCallbackMsg(receiver, e, idx, t, repeats, user) {} CLASSNAME_REGISTER( plAvatarPhysicsEnableCallbackMsg ); GETINTERFACE_ANY( plAvatarPhysicsEnableCallbackMsg, plEventCallbackMsg ); // These aren't meant to go across the net, so no IO necessary. void Read(hsStream* stream, hsResMgr* mgr) {} void Write(hsStream* stream, hsResMgr* mgr) {} }; #endif // plAvatarMsg_inc #endif // ndef NO_AV_MSGS