#===============================================
# 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]
}