/*==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 plResponderModifier_inc #define plResponderModifier_inc #include "hsStlUtils.h" #include "../pnModifier/plSingleModifier.h" #include "../pnMessage/plMessage.h" class plNotifyMsg; class plAnimCmdMsg; class plResponderSDLModifier; class plResponderModifier : public plSingleModifier { friend class plResponderSDLModifier; protected: typedef std::map WaitToCmd; class plResponderCmd { public: plResponderCmd() : fMsg(nil), fWaitOn(-1) {} plResponderCmd(plMessage *msg, Int8 waitOn) : fMsg(msg), fWaitOn(waitOn) {} plMessage *fMsg; Int8 fWaitOn; // Index into fCompletedEvents of who we're waiting on }; class plResponderState { public: hsTArray fCmds; Int8 fNumCallbacks; // So we know how far to search into the bitvector to find out when we're done Int8 fSwitchToState; // State to switch to when all commands complete WaitToCmd fWaitToCmd; }; hsTArray fStates; Int8 fCurState; // The current state (first index for fCommandList) Int8 fCurCommand; // The command we are currently waiting to send (or -1 if we're not sending) bool fNetRequest; // Was the last trigger a net request hsBitVector fCompletedEvents; // Which events that commands are waiting on have completed bool fEnabled; plKey fPlayerKey; // The player who triggered this last plKey fTriggerer; // Whoever triggered us (for sending notify callbacks) hsBool fEnter; // Is our current trigger a volume enter? bool fGotFirstLoad; // Have we gotten our first SDL load? plResponderSDLModifier* fResponderSDLMod; // handles saving and restoring state enum { kDetectTrigger = 0x1, kDetectUnTrigger = 0x2, kSkipFFSound = 0x4 }; UInt8 fFlags; UInt32 fNotifyMsgFlags; // store the msg flags of the notify which triggered us void Trigger(plNotifyMsg *msg); bool IIsLocalOnlyCmd(plMessage* cmd); bool IContinueSending(); Int8 ICmdFromWait(Int8 waitIdx); virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) { return true; } static bool fDebugAnimBox; // Draws a box on screen when an animation is started static void IDebugAnimBox(bool start); void IDebugPlayMsg(plAnimCmdMsg* msg); // Trigger the responder (regardless of what it's doing) and "fast forward" it to the final state // If python is true, only run animations void IFastForward(bool python); // If the message is FF-able, returns it (or a FF-able version) plMessage* IGetFastForwardMsg(plMessage* msg, bool python); void ISetResponderStateFromNotify(plNotifyMsg* msg); void ISetResponderState(Int8 state); void ILog(UInt32 color, const char* format, ...); friend class plResponderComponent; friend class plResponderWait; public: plResponderModifier(); ~plResponderModifier(); CLASSNAME_REGISTER( plResponderModifier ); GETINTERFACE_ANY( plResponderModifier, plSingleModifier ); virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); virtual hsBool MsgReceive(plMessage* msg); const plResponderSDLModifier* GetSDLModifier() const { return fResponderSDLMod; } static bool ToggleDebugAnimBox() { return fDebugAnimBox = !fDebugAnimBox; } static void NoLogString(const char* str); // Restore callback state after load void Restore(); const Int8 GetState() const { return fCurState; } // // Export time only // void AddCommand(plMessage* pMsg, int state=0); void AddCallback(Int8 state, Int8 cmd, Int8 callback); }; // Message for changing the enable state in a responder modifier class plResponderEnableMsg : public plMessage { public: bool fEnable; plResponderEnableMsg() : fEnable(true) {} plResponderEnableMsg(bool enable) : fEnable(enable) {} CLASSNAME_REGISTER(plResponderEnableMsg); GETINTERFACE_ANY(plResponderEnableMsg, plMessage); // IO void Read(hsStream* stream, hsResMgr* mgr); void Write(hsStream* stream, hsResMgr* mgr); }; #endif // plResponderModifier_inc