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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/>.
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 plRandomCommandMod_inc
#define plRandomCommandMod_inc
#include "../pnModifier/plSingleModifier.h"
#include "hsTemplates.h"
class plRandomCommandMod : public plSingleModifier
{
public:
enum {
kNormal = 0x0, // randomly select the next
kNoRepeats = 0x1, // random, but no cmd twice in a row
kCoverall = 0x2, // random, but no cmd played twice till all cmds played
kOneCycle = 0x4, // after playing through all cmds, stop
kOneCmd = 0x8, // after playing a random cmd, stop until started again.
kDelayFromEnd = 0x10,
kSequential = 0x20
};
enum {
kStopped = 0x1
};
protected:
// These are only lightly synched, the only synched state is whether
// they are currently active.
UInt8 fState;
hsBitVector fExcluded;
Int8 fCurrent;
UInt8 fMode; // static, if it becomes dynamic, move to SynchedValue
hsTArray<double> fEndTimes;
hsScalar fMinDelay;
hsScalar fMaxDelay;
void IStart();
virtual void IStop();
hsBool IStopped() const;
void IRetry(hsScalar secs);
virtual void IPlayNextIfMaster();
void IReset();
hsScalar IGetDelay(hsScalar len) const;
int IExcludeSelections(int ncmds);
hsBool ISelectNext(int nAnim); // return false if we should stop, else set fCurrent to next index
// Once fCurrent is set to the next animation index to play,
// IPlayNext() does whatever it takes to actually play it.
virtual void IPlayNext() = 0;
// We only act in response to messages.
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty) { return false; }
public:
plRandomCommandMod();
~plRandomCommandMod();
CLASSNAME_REGISTER( plRandomCommandMod );
GETINTERFACE_ANY( plRandomCommandMod, plSingleModifier );
virtual hsBool MsgReceive(plMessage* pMsg);
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
// Export only
void SetMode(UInt8 m) { fMode = m; }
UInt8 GetMode() const { return fMode; }
void SetState(UInt8 s) { fState = s; }
UInt8 GetState() const { return fState; }
void SetMinDelay(hsScalar f) { fMinDelay = f; }
hsScalar GetMinDelay() const { return fMinDelay; }
void SetMaxDelay(hsScalar f) { fMaxDelay = f; }
hsScalar GetMaxDelay() const { return fMaxDelay; }
};
#endif // plRandomCommandMod_inc