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137 lines
5.1 KiB
137 lines
5.1 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef NO_AV_MSGS |
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#ifndef SERVER |
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#ifndef plLoadAvatarMsg_INC |
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#define plLoadAvatarMsg_INC |
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#include "plLoadCloneMsg.h" |
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#include "hsUtils.h" |
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#include "../pnKeyedObject/plUoid.h" |
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class plAvTask; |
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// |
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// A msg which is sent to the networking system |
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// to cause a player to be loaded or unloaded |
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// |
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class plKey; |
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class hsStream; |
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class hsResMgr; |
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// not sure if we need this yet, but it's already in the index so here's just enough |
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// implementation to keep the compiler happy. |
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class plLoadAvatarMsg : public plLoadCloneMsg |
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{ |
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public: |
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plLoadAvatarMsg(); |
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/** Canonical constructor. If you're trying to initiate a clone, this is |
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the one you want to use. |
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These messages are *always* sent to the net client manager. You can't |
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address them. |
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After they are received on the remote machines, they are forwarded |
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the remote versions of the requestor. |
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\param uoidToClone - Specifies the template that will be cloned. |
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\param requestorKey - The key of the object that is requesting the clone. It's |
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strongly recommended that this be a local object, so that we don't get the same |
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requestor creating multiple clones by starting the process on several machines. |
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\param userData - Whatever you want. Will be propagated to the requestor after cloning. |
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\param isPlayer - this is a player, not an NPC |
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\param spawnPoint - warp to this spot after loading |
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\param initialTask - queue up this task after loading (and spawning) |
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\param userStr - a string that the user can set |
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*/ |
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plLoadAvatarMsg(const plUoid &uoidToClone, const plKey &requestorKey, UInt32 userData, |
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hsBool isPlayer, const plKey &spawnPoint, plAvTask *initialTask, const char *userStr = nil); |
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/** Use this form if you're sending a message about an existing clone -- either |
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to propagate it to other machines or to tell them to unload it. |
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\param existing - The key to the clone you want to unload |
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\param requestorKey - The key of the object that is requesting the clone. It's |
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strongly recommended that this be a local object, so that we don't get the same |
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requestor creating multiple clones by starting the process on several machines. |
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\param userData - Whatever you want. Will be propagated to the requestor after cloning. |
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\param isPlayer - this is a player, not an NPC |
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\param isLoading - Are we loading or unloading? |
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\param userStr - a string that the user can set |
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*/ |
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plLoadAvatarMsg(const plKey &existing, const plKey &requestorKey, UInt32 userData, |
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hsBool isPlayer, hsBool isLoading, const char *userStr = nil); |
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virtual ~plLoadAvatarMsg(); |
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void SetIsPlayer(bool is); |
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hsBool GetIsPlayer(); |
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void SetSpawnPoint(const plKey &spawnSceneObjectKey); |
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plKey GetSpawnPoint(); |
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void SetInitialTask(plAvTask *task); |
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plAvTask * GetInitialTask(); |
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void SetUserStr(const char *userStr); |
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const char* GetUserStr(); |
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CLASSNAME_REGISTER(plLoadAvatarMsg); |
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GETINTERFACE_ANY(plLoadAvatarMsg, plLoadCloneMsg); |
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void Read(hsStream* stream, hsResMgr* mgr); |
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void Write(hsStream* stream, hsResMgr* mgr); |
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void ReadVersion(hsStream* stream, hsResMgr* mgr); |
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void WriteVersion(hsStream* stream, hsResMgr* mgr); |
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protected: |
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hsBool fIsPlayer; |
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plKey fSpawnPoint; |
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plAvTask *fInitialTask; |
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char *fUserStr; |
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}; |
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#endif // plLoadAvatarMsg_INC |
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#endif // ndef SERVER |
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#endif // ndef NO_AV_MSGS
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