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