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/*==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 <http://www.gnu.org/licenses/>.
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==*/
#include "pnModifier/plSingleModifier.h"
class plNotifyMsg;
class plNPCSpawnMod : public plSingleModifier
{
public:
plNPCSpawnMod();
plNPCSpawnMod(const char * modelName, const char *accountName, bool autoSpawn);
~plNPCSpawnMod();
bool Trigger();
void SetNotify(plNotifyMsg *notify);
plNotifyMsg * GetNotify();
CLASSNAME_REGISTER( plNPCSpawnMod );
GETINTERFACE_ANY( plNPCSpawnMod, plSingleModifier );
virtual void AddTarget(plSceneObject* so);
// hsBool MsgReceive(plMessage* msg);
virtual void Read(hsStream *stream, hsResMgr *mgr);
virtual void Write(hsStream *stream, hsResMgr *mgr);
protected:
virtual hsBool IEval(double secs, float del, uint32_t dirty);
void ISendNotify(plKey &avatarKey); // send our notification message
private:
char *fModelName;
char *fAccountName;
bool fAutoSpawn; // spawn immediately on loading
plKey fSpawnedKey; // if we want to be able to spawn many things, we should make this a vector
plNotifyMsg *fNotify; // notify message that we send when we spawn.
};