# /*==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==*/ #=============================================== # Changing an SDL record? Be sure to leave the # legacy record intact and make changes in # a new copy of the record. - eap #=============================================== # # Avatar State Description # You might want to read these from the bottom of the file up to get the top-down perspective # # # Defines a standard anim stage (used by the genericBrain) # STATEDESC standardStage { VERSION 2 VAR STRING32 name[1] VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto VAR BOOL notifyEnter[1] DEFAULT=false VAR BOOL notifyLoop[1] DEFAULT=false VAR BOOL notifyStageAdvance[1] DEFAULT=false VAR BOOL notifyStageRegress[1] DEFAULT=false VAR BOOL useGlobalCoords[1] DEFAULT=false VAR FLOAT localTime[1] DEFAULT=0 VAR FLOAT length[1] DEFAULT=0 VAR SHORT currentLoop[1] DEFAULT=0 VAR BOOL isAttached[1] DEFAULT=false } STATEDESC standardStage { VERSION 3 VAR STRING32 name[1] VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto VAR BOOL notifyEnter[1] DEFAULT=false VAR BOOL notifyLoop[1] DEFAULT=false VAR BOOL notifyStageAdvance[1] DEFAULT=false VAR BOOL notifyStageRegress[1] DEFAULT=false VAR BOOL useGlobalCoords[1] DEFAULT=false VAR FLOAT localTime[1] DEFAULT=0 VAR SHORT currentLoop[1] DEFAULT=0 VAR BOOL isAttached[1] DEFAULT=false } # # State for the plAvBrainGeneric # STATEDESC genericBrain { VERSION 3 VAR BOOL noBrain[1] DEFAULT=true # set if not a brain VAR $standardStage stages[] VAR BYTE currentStage[1] DEFAULT=0 VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false VAR PLKEY callbackRcvr[1] VAR BOOL movingForward[1] DEFAULT=true VAR BYTE exitFlags[1] DEFAULT=0 VAR BYTE type[1] # could be byte VAR BYTE mode[1] # could be byte VAR FLOAT fadeIn[1] DEFAULT=1.0 VAR FLOAT fadeOut[1] DEFAULT=1.0 VAR BYTE moveMode[1] # could be byte VAR BYTE bodyUsage[1] # could be byte } # # State for the plAvBrainClimb # STATEDESC climbBrain { VERSION 1 VAR INT curMode[1] VAR INT nextMode[1] VAR INT allowedDirections[1] VAR INT allowedDismounts[1] VAR FLOAT vertProbeLength[1] VAR FLOAT horizProbeLength[1] VAR BOOL curStageAttached[1] VAR INT curStage[1] VAR FLOAT curStageTime[1] VAR FLOAT curStageStrength[1] VAR BOOL exitStageAttached[1] VAR INT exitStage[1] VAR FLOAT exitStageTime[1] VAR BOOL exitStageStrength[1] } STATEDESC driveBrain { VERSION 1 VAR INT unUsed[1] } # # A pseudo-union structure. It looks like it contains several varying-length # arrays, but in reality only one of them has anything in it, and only one # brain at that. STATEDESC brainUnion { VERSION 1 VAR $genericBrain fGenericBrain[] VAR $climbBrain fClimbBrain[] VAR $driveBrain fDriveBrain[] } # # The base block contains state for the plAvBrainHuman (which all avatars must have) # and a variable-length state of brains of varying type. # STATEDESC avatar { VERSION 5 VAR $brainUnion brainStack[] VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility } STATEDESC avatar { VERSION 6 VAR $brainUnion brainStack[] VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility VAR POINT3 position[1] DEFAULT=(0,0,0) VAR FLOAT rotation[1] DEFAULT=0.0 VAR PLKEY subworld[1] } STATEDESC avatar { VERSION 7 VAR $brainUnion brainStack[] VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility } STATEDESC avatarPhysical { VERSION 1 VAR POINT3 position[1] DEFAULT=(0,0,0) VAR FLOAT rotation[1] DEFAULT=0.0 VAR PLKEY subworld[1] }